start work on login server, add packet reader, enhance database wrapper

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Sky Johnson 2025-08-22 23:07:30 -05:00
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# EQ2EMu Protocol Structure Report
Overview
The EQ2EMu protocol is a custom UDP-based networking protocol designed for EverQuest II server
emulation. It implements reliability, compression, encryption, and packet fragmentation on top
of UDP.
Core Architecture
1. Protocol Layers
Application Layer
- EQApplicationPacket: High-level game packets containing game logic
- PacketStruct: Dynamic packet structure system using XML definitions
- DataBuffer: Serialization/deserialization buffer management
Protocol Layer
- EQProtocolPacket: Low-level protocol packets with sequencing and reliability
- EQStream: Stream management with connection state, retransmission, and flow control
- EQPacket: Base packet class with common functionality
2. Packet Types
Protocol Control Packets (opcodes.h)
OP_SessionRequest = 0x01 // Client initiates connection
OP_SessionResponse = 0x02 // Server accepts connection
OP_Combined = 0x03 // Multiple packets combined
OP_SessionDisconnect = 0x05 // Connection termination
OP_KeepAlive = 0x06 // Keep connection alive
OP_ServerKeyRequest = 0x07 // Request encryption key
OP_SessionStatResponse = 0x08 // Connection statistics
OP_Packet = 0x09 // Regular data packet
OP_Fragment = 0x0d // Fragmented packet piece
OP_OutOfOrderAck = 0x11 // Acknowledge out-of-order packet
OP_Ack = 0x15 // Acknowledge packet receipt
OP_AppCombined = 0x19 // Combined application packets
OP_OutOfSession = 0x1d // Out of session notification
3. Connection Flow
1. Session Establishment
- Client sends OP_SessionRequest with session parameters
- Server responds with OP_SessionResponse containing session ID and encryption key
- RC4 encryption initialized using the provided key
2. Data Transfer
- Packets are sequenced (16-bit sequence numbers)
- Reliable packets require acknowledgment
- Retransmission on timeout (default 500ms * 3.0 multiplier)
- Packet combining for efficiency (max 256 bytes combined)
3. Session Termination
- Either side sends OP_SessionDisconnect
- Graceful shutdown with cleanup of pending packets
4. Key Features
Compression
- Uses zlib compression (indicated by 0x5a flag byte)
- Applied after protocol header
- Decompression required before processing
Encryption
- RC4 stream cipher
- Separate keys for client/server directions
- Client uses ~key (bitwise NOT), server uses key directly
- 20 bytes of dummy data prime both ciphers
CRC Validation
- Custom CRC16 implementation
- Applied to entire packet except last 2 bytes
- Session packets exempt from CRC
Fragmentation
- Large packets split into fragments
- Each fragment marked with OP_Fragment
- Reassembly at receiver before processing
5. Packet Structure
Basic Protocol Packet
[1-2 bytes] Opcode (1 byte if < 0xFF, otherwise 2 bytes)
[variable] Payload
[2 bytes] CRC16 (if applicable)
Combined Packet Format
[1 byte] Size of packet 1
[variable] Packet 1 data
[1 byte] Size of packet 2
[variable] Packet 2 data
...
6. Dynamic Packet System
The PacketStruct system allows runtime-defined packet structures:
- XML Configuration: Packet structures defined in XML files
- Version Support: Multiple versions per packet type
- Data Types: int8/16/32/64, float, double, string, array, color, equipment
- Conditional Fields: Fields can be conditional based on other field values
- Oversized Support: Dynamic sizing for variable-length fields
Example structure:
<Struct Name="PlayerUpdate" ClientVersion="1096">
<Data ElementName="activity" Type="int32"/>
<Data ElementName="speed" Type="float"/>
<Data ElementName="x" Type="float"/>
<Data ElementName="y" Type="float"/>
<Data ElementName="z" Type="float"/>
</Struct>
7. Opcode Management
- Dynamic Mapping: Runtime opcode mapping via configuration files
- Version Support: Different opcode sets per client version
- Name Resolution: String names mapped to numeric opcodes
- Shared Memory Option: Multi-process opcode sharing support
8. Implementation Considerations for Porting
1. Memory Management
- Extensive use of dynamic allocation
- Custom safe_delete macros for cleanup
- Reference counting for shared packets
2. Threading
- Mutex protection for all shared resources
- Separate threads for packet processing
- Condition variables for synchronization
3. Platform Dependencies
- POSIX sockets and threading
- Network byte order conversions
- Platform-specific timing functions
4. Performance Optimizations
- Packet combining to reduce overhead
- Preallocated buffers for common sizes
- Fast CRC table lookup
5. Error Handling
- Graceful degradation on errors
- Extensive logging for debugging
- Automatic retransmission on failure
9. Critical Classes to Port
1. EQStream: Core connection management
2. EQPacket/EQProtocolPacket: Packet representation
3. PacketStruct: Dynamic packet structure system
4. DataBuffer: Serialization utilities
5. OpcodeManager: Opcode mapping system
6. Crypto: RC4 encryption wrapper
7. CRC16: Custom CRC implementation
10. Protocol Quirks
- Opcode byte order depends on value (0x00 prefix for opcodes < 0xFF)
- Special handling for session control packets (no CRC)
- 20-byte RC4 priming sequence required
- Custom CRC polynomial (0xEDB88320 reversed)
- Compression flag at variable offset based on opcode size
This protocol is designed for reliability over UDP while maintaining low latency for game
traffic. The dynamic packet structure system allows flexibility in supporting multiple client
versions without recompilation.
# UDP Network Layer Architecture
1. EQStreamFactory - The UDP Socket Manager
- Opens and manages the main UDP socket (line 148: socket(AF_INET, SOCK_DGRAM, 0))
- Binds to a specific port (line 153: bind())
- Sets socket to non-blocking mode (line 159: fcntl(sock, F_SETFL, O_NONBLOCK))
- Runs three main threads:
- ReaderLoop(): Uses recvfrom() to read incoming UDP packets (line 228)
- WriterLoop(): Manages outgoing packet transmission
- CombinePacketLoop(): Combines small packets for efficiency
2. EQStream - Per-Connection Protocol Handler
- Manages individual client connections over the shared UDP socket
- Handles packet serialization/deserialization
- Implements reliability layer (sequencing, acknowledgments, retransmission)
- WritePacket() method uses sendto() for actual UDP transmission (line 1614)
3. Key UDP Operations:
Receiving (EQStreamFactory::ReaderLoop):
recvfrom(sock, buffer, 2048, 0, (struct sockaddr *)&from, (socklen_t *)&socklen)
- Uses select() for non-blocking I/O
- Creates new EQStream instances for new connections (OP_SessionRequest)
- Routes packets to existing streams by IP:port mapping
Sending (EQStream::WritePacket):
sendto(eq_fd,(char *)buffer,length,0,(sockaddr *)&address,sizeof(address))
- Serializes protocol packets to byte arrays
- Applies compression and encryption if enabled
- Adds CRC checksums
- Sends via UDP to specific client address
4. Connection Multiplexing:
- Single UDP socket serves multiple clients
- Stream identification by IP:port combination (sprintf(temp, "%u.%d",
ntohl(from.sin_addr.s_addr), ntohs(from.sin_port)))
- Thread-safe stream management with mutex protection
So yes, EQStream and EQStreamFactory together provide a complete UDP networking layer that
implements a reliable, connection-oriented protocol on top of unreliable UDP datagrams. The
factory manages the socket and dispatches packets to individual stream instances that handle
the protocol logic for each client connection.
# TCP Usage in EQ2EMu
The TCP implementation serves a completely separate purpose from the main game client
communication:
1. HTTP Web Server (web_server.hpp)
- Purpose: Administrative/monitoring interface
- Features:
- REST API endpoints (/version, / root)
- SSL/TLS support with certificate-based encryption
- HTTP Basic Authentication with session management
- Database-driven user authentication and authorization levels
- JSON response formatting for API calls
- Use Cases:
- Server status monitoring
- Administrative controls
- Third-party tool integration
- Web-based dashboards
2. Server-to-Server Communication (tcp_connection.hpp)
- Purpose: Inter-server communication within EQ2EMu cluster
- Features:
- Custom packet framing protocol
- Optional zlib compression for bandwidth efficiency
- Message relay capabilities between servers
- Connection state management
- Use Cases:
- Login server to world server communication
- Zone server coordination
- Cross-server messaging
- Load balancing and failover
Key Differences: UDP vs TCP
| Aspect | UDP (Game Clients) | TCP (Admin/Server)
|
|------------|--------------------------------------------|------------------------------------
----|
| Protocol | Custom EQ2 protocol with reliability layer | Standard HTTP/Custom framing
|
| Encryption | RC4 stream cipher | SSL/TLS or none
|
| Clients | Game clients (players) | Web browsers/Admin tools/Other
servers |
| Port | 9001 (World), 9100 (Login) | Configurable web port
|
| Threading | 3 worker threads per factory | Thread-per-connection
|
Architecture Summary
Game Clients ←→ [UDP EQStream] ←→ World/Login Servers
Admin Tools ←→ [TCP WebServer] ←→ World/Login Servers
Other Servers ←→ [TCP Connection] ←→ World/Login Servers
The TCP implementation provides out-of-band management and inter-server communication, while
the UDP implementation handles all real-time game traffic. This separation allows for robust
administration without interfering with game performance.

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# EQ2Go Login Server
A modern Go implementation of the EverQuest II login server, providing client authentication, character management, and world server coordination.
## Features
- **Client Authentication**: MD5-hashed password authentication with account management
- **Character Management**: Character list, creation, deletion, and play requests
- **World Server Coordination**: Registration and status tracking of world servers
- **Web Administration**: HTTP interface for monitoring and management
- **Database Integration**: SQLite database with automatic table initialization
- **UDP Protocol**: EverQuest II compatible UDP protocol implementation
## Quick Start
### Building
```bash
go build ./cmd/login_server
```
### Running
```bash
# Run with defaults (creates login_config.json if missing)
./login_server
# Run with custom configuration
./login_server -config custom_login.json
# Run with overrides
./login_server -listen-port 6000 -web-port 8082 -db custom.db
```
### Configuration
On first run, a default `login_config.json` will be created:
```json
{
"listen_addr": "0.0.0.0",
"listen_port": 5999,
"max_clients": 1000,
"web_addr": "0.0.0.0",
"web_port": 8081,
"database_path": "login.db",
"server_name": "EQ2Go Login Server",
"log_level": "info",
"world_servers": []
}
```
## Web Interface
Access the web administration interface at `http://localhost:8081` (or configured web_port).
Features:
- Real-time server statistics
- Connected client monitoring
- World server status
- Client management (kick clients)
## Database
The login server uses SQLite by default with the following tables:
- `login_accounts` - User account information
- `characters` - Character data for character selection
- `server_stats` - Server statistics and monitoring data
## Command Line Options
- `-config` - Path to configuration file (default: login_config.json)
- `-listen-addr` - Override listen address
- `-listen-port` - Override listen port
- `-web-port` - Override web interface port
- `-db` - Override database path
- `-log-level` - Override log level (debug, info, warn, error)
- `-name` - Override server name
- `-version` - Show version information
## Architecture
The login server follows the EQ2Go architecture patterns:
- **Server**: Main server instance managing UDP connections and web interface
- **ClientList**: Thread-safe management of connected clients
- **WorldList**: Management of registered world servers
- **Database Integration**: Uses zombiezen SQLite with proper connection pooling
- **UDP Protocol**: Compatible with EverQuest II client expectations
## Development
The login server integrates with the broader EQ2Go ecosystem:
- Uses `internal/udp` for EverQuest II protocol handling
- Uses `internal/database` for data persistence
- Follows Go concurrency patterns with proper synchronization
- Implements comprehensive error handling and logging
## Next Steps
To complete the login server implementation:
1. Add character creation functionality
2. Add character deletion functionality
3. Implement world server communication protocol
4. Add user registration/account creation
5. Add password reset functionality
6. Add account management features

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need to implement

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package main
import (
"encoding/json"
"flag"
"fmt"
"log"
"os"
"os/signal"
"syscall"
"eq2emu/internal/login"
)
const defaultConfigFile = "login_config.json"
var (
configFile = flag.String("config", defaultConfigFile, "Path to configuration file")
listenAddr = flag.String("listen-addr", "", "Override listen address")
listenPort = flag.Int("listen-port", 0, "Override listen port")
webPort = flag.Int("web-port", 0, "Override web interface port")
logLevel = flag.String("log-level", "", "Override log level (debug, info, warn, error)")
serverName = flag.String("name", "", "Override server name")
showVersion = flag.Bool("version", false, "Show version and exit")
)
// Version information (set at build time)
var (
Version = "1.0.0-dev"
BuildTime = "unknown"
GitCommit = "unknown"
)
func main() {
flag.Parse()
if *showVersion {
fmt.Printf("EQ2Go Login Server\n")
fmt.Printf("Version: %s\n", Version)
fmt.Printf("Build Time: %s\n", BuildTime)
fmt.Printf("Git Commit: %s\n", GitCommit)
os.Exit(0)
}
// Load configuration
config, err := loadConfig(*configFile)
if err != nil {
log.Fatalf("Failed to load configuration: %v", err)
}
// Apply command-line overrides
applyOverrides(config)
// Print startup banner
printBanner(config)
// Create login server
loginServer, err := login.NewServer(config)
if err != nil {
log.Fatalf("Failed to create login server: %v", err)
}
// Start login server
if err := loginServer.Start(); err != nil {
log.Fatalf("Failed to start login server: %v", err)
}
// Setup signal handlers
sigChan := make(chan os.Signal, 1)
signal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM)
// Run server in background
go loginServer.Process()
// Wait for shutdown signal
sig := <-sigChan
fmt.Printf("\nReceived signal: %v\n", sig)
// Graceful shutdown
if err := loginServer.Stop(); err != nil {
log.Printf("Error during shutdown: %v", err)
}
}
// loadConfig loads the configuration from file
func loadConfig(filename string) (*login.ServerConfig, error) {
// Check if config file exists
if _, err := os.Stat(filename); os.IsNotExist(err) {
// Create default configuration
config := createDefaultConfig()
// Save default configuration
if err := saveConfig(filename, config); err != nil {
return nil, fmt.Errorf("failed to save default config: %w", err)
}
fmt.Printf("Created default configuration file: %s\n", filename)
return config, nil
}
// Load existing configuration
file, err := os.Open(filename)
if err != nil {
return nil, fmt.Errorf("failed to open config file: %w", err)
}
defer file.Close()
var config login.ServerConfig
decoder := json.NewDecoder(file)
if err := decoder.Decode(&config); err != nil {
return nil, fmt.Errorf("failed to decode config: %w", err)
}
return &config, nil
}
// saveConfig saves the configuration to file
func saveConfig(filename string, config *login.ServerConfig) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to create config file: %w", err)
}
defer file.Close()
encoder := json.NewEncoder(file)
encoder.SetIndent("", " ")
if err := encoder.Encode(config); err != nil {
return fmt.Errorf("failed to encode config: %w", err)
}
return nil
}
// createDefaultConfig creates a default configuration
func createDefaultConfig() *login.ServerConfig {
return &login.ServerConfig{
// Network settings
ListenAddr: "0.0.0.0",
ListenPort: 5999,
MaxClients: 1000,
// Web interface settings
WebAddr: "0.0.0.0",
WebPort: 8081,
WebCertFile: "",
WebKeyFile: "",
WebKeyPassword: "",
WebUser: "",
WebPassword: "",
// Database settings
DatabaseType: "sqlite",
DatabaseDSN: "login.db",
// Server settings
ServerName: "EQ2Go Login Server",
LogLevel: "info",
// World servers
WorldServers: []login.WorldServerInfo{},
}
}
// applyOverrides applies command-line overrides to the configuration
func applyOverrides(config *login.ServerConfig) {
if *listenAddr != "" {
config.ListenAddr = *listenAddr
}
if *listenPort > 0 {
config.ListenPort = *listenPort
}
if *webPort > 0 {
config.WebPort = *webPort
}
if *logLevel != "" {
config.LogLevel = *logLevel
}
if *serverName != "" {
config.ServerName = *serverName
}
}
// printBanner prints the server startup banner
func printBanner(config *login.ServerConfig) {
fmt.Println("================================================================================")
fmt.Println(" EQ2Go Login Server")
fmt.Println("================================================================================")
fmt.Printf("Version: %s\n", Version)
fmt.Printf("Server Name: %s\n", config.ServerName)
fmt.Printf("Listen Address: %s:%d\n", config.ListenAddr, config.ListenPort)
fmt.Printf("Web Interface: %s:%d\n", config.WebAddr, config.WebPort)
fmt.Printf("Database: %s %s\n", config.DatabaseType, config.DatabaseDSN)
fmt.Printf("Log Level: %s\n", config.LogLevel)
fmt.Printf("World Servers: %d configured\n", len(config.WorldServers))
fmt.Println("================================================================================")
}

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# EverQuest 2 Network Protocol Documentation
## Overview
The EverQuest 2 protocol is a custom UDP-based protocol that provides reliable delivery, encryption, compression, and session management. This document describes the protocol structure for reimplementation.
## 1. Protocol Architecture
### 1.1 Protocol Layers
```
Application Layer - Game logic packets (EQApplicationPacket)
Protocol Layer - Session management, reliability (EQProtocolPacket)
Transport Layer - UDP with custom reliability
Network Layer - Standard IP
```
### 1.2 Packet Types
- **EQProtocolPacket**: Low-level protocol control packets
- **EQApplicationPacket**: High-level game data packets
- **EQ2Packet**: EQ2-specific application packets with login opcodes
## 2. Session Management
### 2.1 Session Establishment
```
Client -> Server: OP_SessionRequest
Server -> Client: OP_SessionResponse
```
#### SessionRequest Structure
```c
struct SessionRequest {
uint32 UnknownA; // Usually 0
uint32 Session; // Proposed session ID
uint32 MaxLength; // Maximum packet length
};
```
#### SessionResponse Structure
```c
struct SessionResponse {
uint32 Session; // Confirmed session ID
uint32 Key; // Encryption key
uint8 UnknownA; // Usually 2
uint8 Format; // Flags: 0x01=compressed, 0x04=encoded
uint8 UnknownB; // Usually 0
uint32 MaxLength; // Maximum packet length
uint32 UnknownD; // Usually 0
};
```
### 2.2 Session Termination
```
Either -> Other: OP_SessionDisconnect
```
## 3. Protocol Opcodes
### 3.1 Core Protocol Opcodes
```c
#define OP_SessionRequest 0x01
#define OP_SessionResponse 0x02
#define OP_Combined 0x03
#define OP_SessionDisconnect 0x05
#define OP_KeepAlive 0x06
#define OP_ServerKeyRequest 0x07
#define OP_SessionStatResponse 0x08
#define OP_Packet 0x09
#define OP_Fragment 0x0D
#define OP_OutOfOrderAck 0x11
#define OP_Ack 0x15
#define OP_AppCombined 0x19
#define OP_OutOfSession 0x1D
```
## 4. Reliable Delivery System
### 4.1 Sequence Numbers
- 16-bit sequence numbers for ordered delivery
- Wrap-around handling at 65536
- Window-based flow control (default window size: 2048)
### 4.2 Acknowledgments
- **OP_Ack**: Acknowledges packets up to sequence number
- **OP_OutOfOrderAck**: Acknowledges specific out-of-order packet
- Retransmission on timeout (default: 500ms * 3.0 multiplier, max 5000ms)
### 4.3 Packet Structure for Sequenced Data
```
[2 bytes: Sequence Number][Payload Data]
```
## 5. Encryption System
### 5.1 Key Exchange
1. RSA key exchange during initial handshake
2. 8-byte encrypted key transmitted in packet
3. RC4 encryption initialized with exchanged key
### 5.2 RC4 Encryption
- Applied to packet payload after headers
- Separate encryption state per connection
- Encryption offset varies by packet type and compression
### 5.3 CRC Validation
- 16-bit CRC appended to most packets
- CRC calculated using session key
- Some packets (SessionRequest, SessionResponse, OutOfSession) not CRC'd
## 6. Compression System
### 6.1 zlib Compression
- Individual packets compressed using zlib deflate
- Compression applied when packet size > 128 bytes
- Compression markers:
- `0x5A`: zlib compressed data follows
- `0xA5`: uncompressed data (small packets)
### 6.2 Compression Process
```
1. Check if packet size > compression threshold
2. Apply zlib deflate compression
3. Prepend compression marker
4. If compressed size >= original, use uncompressed with 0xA5 marker
```
## 7. Packet Combination
### 7.1 Protocol-Level Combination (OP_Combined)
Multiple protocol packets combined into single UDP datagram:
```
[1 byte: Packet1 Size][Packet1 Data]
[1 byte: Packet2 Size][Packet2 Data]
...
```
If size >= 255:
```
[1 byte: 0xFF][2 bytes: Actual Size][Packet Data]
```
### 7.2 Application-Level Combination (OP_AppCombined)
Multiple application packets combined:
```
[1 byte: Packet1 Size][Packet1 Data without opcode header]
[1 byte: Packet2 Size][Packet2 Data without opcode header]
...
```
## 8. Fragmentation
### 8.1 Large Packet Handling
Packets larger than MaxLength are fragmented using OP_Fragment:
**First Fragment:**
```
[2 bytes: Sequence][4 bytes: Total Length][Payload Chunk]
```
**Subsequent Fragments:**
```
[2 bytes: Sequence][Payload Chunk]
```
### 8.2 Reassembly
1. Allocate buffer based on total length from first fragment
2. Collect fragments in sequence order
3. Reconstruct original packet when all fragments received
## 9. Data Structure System
### 9.1 Data Types
```c
#define DATA_STRUCT_INT8 1
#define DATA_STRUCT_INT16 2
#define DATA_STRUCT_INT32 3
#define DATA_STRUCT_INT64 4
#define DATA_STRUCT_FLOAT 5
#define DATA_STRUCT_DOUBLE 6
#define DATA_STRUCT_COLOR 7
#define DATA_STRUCT_SINT8 8
#define DATA_STRUCT_SINT16 9
#define DATA_STRUCT_SINT32 10
#define DATA_STRUCT_CHAR 11
#define DATA_STRUCT_EQ2_8BIT_STRING 12
#define DATA_STRUCT_EQ2_16BIT_STRING 13
#define DATA_STRUCT_EQ2_32BIT_STRING 14
#define DATA_STRUCT_EQUIPMENT 15
#define DATA_STRUCT_ARRAY 16
#define DATA_STRUCT_ITEM 17
#define DATA_STRUCT_SINT64 18
```
### 9.2 String Types
- **EQ2_8BitString**: [1 byte length][string data]
- **EQ2_16BitString**: [2 bytes length][string data]
- **EQ2_32BitString**: [4 bytes length][string data]
### 9.3 Color Structure
```c
struct EQ2_Color {
uint8 red;
uint8 green;
uint8 blue;
};
```
### 9.4 Equipment Structure
```c
struct EQ2_EquipmentItem {
uint16 type;
EQ2_Color color;
EQ2_Color highlight;
};
```
## 10. Application Opcodes
### 10.1 Opcode System
- Two-byte opcodes for game servers (WorldServer, ZoneServer)
- One-byte opcodes for login servers
- Version-specific opcode mappings stored in database
- Translation between internal EmuOpcodes and client opcodes
### 10.2 Key Application Opcodes
```c
// Login Operations
OP_LoginRequestMsg
OP_LoginReplyMsg
OP_AllCharactersDescRequestMsg
OP_AllCharactersDescReplyMsg
OP_CreateCharacterRequestMsg
OP_CreateCharacterReplyMsg
// World Operations
OP_ZoneInfoMsg
OP_UpdateCharacterSheetMsg
OP_UpdateInventoryMsg
OP_ClientCmdMsg
// Chat Operations
OP_ChatTellUserMsg
OP_ChatJoinChannelMsg
```
## 11. Implementation Guidelines
### 11.1 Connection State Machine
```
CLOSED -> SessionRequest -> ESTABLISHED
ESTABLISHED -> SessionDisconnect -> CLOSING -> CLOSED
```
### 11.2 Buffer Management
- Maintain separate inbound/outbound queues
- Implement sliding window for flow control
- Handle out-of-order packet storage
- Implement packet combining logic
### 11.3 Threading Considerations
- Separate reader/writer threads recommended
- Reader processes incoming UDP packets
- Writer sends outbound packets and handles retransmission
- Combine packet processor for optimization
### 11.4 Error Handling
- Validate CRC on all received packets
- Handle malformed packets gracefully
- Implement connection timeout detection
- Retry logic for failed transmissions
### 11.5 Performance Optimizations
- Packet combination to reduce UDP overhead
- Compression for large packets
- Rate limiting and congestion control
- Efficient data structure serialization
## 12. Stream Types
Different stream types have different characteristics:
```c
enum EQStreamType {
LoginStream, // 1-byte opcodes, no compression/encryption
WorldStream, // 2-byte opcodes, compression, no encryption
ZoneStream, // 2-byte opcodes, compression, no encryption
ChatStream, // 1-byte opcodes, no compression, encoding
EQ2Stream // 2-byte opcodes, no compression/encryption
};
```
## 13. Sample Packet Flow
### 13.1 Login Sequence
```
1. Client -> Server: OP_SessionRequest
2. Server -> Client: OP_SessionResponse (with key, compression flags)
3. Client -> Server: OP_Packet[OP_LoginRequestMsg] (with credentials)
4. Server -> Client: OP_Packet[OP_LoginReplyMsg] (success/failure)
5. Client -> Server: OP_Packet[OP_AllCharactersDescRequestMsg]
6. Server -> Client: OP_Packet[OP_AllCharactersDescReplyMsg] (character list)
```
### 13.2 Reliable Data Transfer
```
1. Sender: Assign sequence number, add to retransmit queue
2. Sender: Transmit OP_Packet[seq][data]
3. Receiver: Process packet, send OP_Ack[seq]
4. Sender: Receive ack, remove from retransmit queue
5. On timeout: Retransmit packet up to max attempts
```
This documentation provides the foundation for implementing the EQ2 protocol in any programming language while maintaining compatibility with the existing server and client implementations.

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@ -17,14 +17,31 @@ const (
OpOutOfSession = 0x1D // Packet received outside valid session
)
// Login server
// Login server opcodes - matches old/LoginServer reference implementation
const (
// Core login operations
OpLoginRequestMsg = 0x2000 // Initial login request from client
OpLoginByNumRequestMsg = 0x2001 // Login request using account number
OpWSLoginRequestMsg = 0x2002 // World server login request
OpESLoginRequestMsg = 0x2003 // EverQuest station login request
OpLoginReplyMsg = 0x2004 // Server response to login attempt
// Core login and session management opcodes
OP_Login2 = 0x0200 // Primary login authentication
OP_GetLoginInfo = 0x0300 // Request login information from client
OP_LoginInfo = 0x0100 // Response with login details
OP_SessionId = 0x0900 // Session identifier assignment
OP_SessionKey = 0x4700 // Session key exchange
OP_Disconnect = 0x0500 // Connection termination
OP_AllFinish = 0x0500 // Process completion acknowledgment
OP_Ack5 = 0x1500 // Generic acknowledgment packet
// Server list and status management
OP_SendServersFragment = 0x0D00 // Fragment of server list data
OP_ServerList = 0x4600 // Complete server list
OP_RequestServerStatus = 0x4800 // Request current server status
OP_SendServerStatus = 0x4A00 // Response with server status
OP_Version = 0x5900 // Client/server version verification
// Modern login operations from login_oplist.hpp
OpLoginRequestMsg = 0x2000 // Initial login request from client
OpLoginByNumRequestMsg = 0x2001 // Login request using account number
OpWSLoginRequestMsg = 0x2002 // World server login request
OpESLoginRequestMsg = 0x2003 // EverQuest station login request
OpLoginReplyMsg = 0x2004 // Server response to login attempt
// World server operations
OpWorldListMsg = 0x2010 // List of available world servers

View File

@ -245,6 +245,157 @@ func NewMySQL(dsn string) (*Database, error) {
})
}
// QuerySingle executes a query that returns a single row and calls resultFn for it
func (d *Database) QuerySingle(query string, resultFn func(stmt *sqlite.Stmt) error, args ...any) (bool, error) {
if d.config.Type == SQLite {
found := false
err := d.ExecTransient(query, func(stmt *sqlite.Stmt) error {
found = true
return resultFn(stmt)
}, args...)
return found, err
}
// MySQL implementation
rows, err := d.Query(query, args...)
if err != nil {
return false, err
}
defer rows.Close()
if !rows.Next() {
return false, rows.Err()
}
// Convert sql.Row to a compatible interface for the callback
// This is a simplified approach - in practice you'd need more sophisticated conversion
return true, fmt.Errorf("QuerySingle with MySQL not yet fully implemented - use direct Query/QueryRow")
}
// Exists checks if a query returns any rows
func (d *Database) Exists(query string, args ...any) (bool, error) {
if d.config.Type == SQLite {
found := false
err := d.ExecTransient(query, func(stmt *sqlite.Stmt) error {
found = true
return nil
}, args...)
return found, err
}
// MySQL implementation
rows, err := d.Query(query, args...)
if err != nil {
return false, err
}
defer rows.Close()
return rows.Next(), rows.Err()
}
// InsertReturningID executes an INSERT and returns the last insert ID
func (d *Database) InsertReturningID(query string, args ...any) (int64, error) {
if d.config.Type == SQLite {
var id int64
err := d.Execute(query, &sqlitex.ExecOptions{
Args: args,
ResultFunc: func(stmt *sqlite.Stmt) error {
id = stmt.ColumnInt64(0)
return nil
},
})
return id, err
}
// MySQL implementation
result, err := d.Exec(query, args...)
if err != nil {
return 0, err
}
return result.LastInsertId()
}
// UpdateOrInsert performs an UPSERT operation (database-specific)
func (d *Database) UpdateOrInsert(table string, data map[string]any, conflictColumns []string) error {
if d.config.Type == SQLite {
// Use INSERT OR REPLACE for SQLite
columns := make([]string, 0, len(data))
placeholders := make([]string, 0, len(data))
args := make([]any, 0, len(data))
for col, val := range data {
columns = append(columns, col)
placeholders = append(placeholders, "?")
args = append(args, val)
}
columnStr := ""
for i, col := range columns {
if i > 0 {
columnStr += ", "
}
columnStr += fmt.Sprintf("`%s`", col)
}
placeholderStr := ""
for i := range placeholders {
if i > 0 {
placeholderStr += ", "
}
placeholderStr += "?"
}
query := fmt.Sprintf("INSERT OR REPLACE INTO `%s` (%s) VALUES (%s)",
table, columnStr, placeholderStr)
return d.Execute(query, &sqlitex.ExecOptions{Args: args})
}
// MySQL implementation using ON DUPLICATE KEY UPDATE
columns := make([]string, 0, len(data))
placeholders := make([]string, 0, len(data))
updates := make([]string, 0, len(data))
args := make([]any, 0, len(data)*2)
for col, val := range data {
columns = append(columns, fmt.Sprintf("`%s`", col))
placeholders = append(placeholders, "?")
updates = append(updates, fmt.Sprintf("`%s` = VALUES(`%s`)", col, col))
args = append(args, val)
}
columnStr := ""
for i, col := range columns {
if i > 0 {
columnStr += ", "
}
columnStr += col
}
placeholderStr := ""
for i := range placeholders {
if i > 0 {
placeholderStr += ", "
}
placeholderStr += "?"
}
updateStr := ""
for i, upd := range updates {
if i > 0 {
updateStr += ", "
}
updateStr += upd
}
query := fmt.Sprintf("INSERT INTO `%s` (%s) VALUES (%s) ON DUPLICATE KEY UPDATE %s",
table, columnStr, placeholderStr, updateStr)
_, err := d.Exec(query, args...)
return err
}
// GetZones retrieves all zones from the database
func (d *Database) GetZones() ([]map[string]any, error) {
var zones []map[string]any

View File

@ -25,10 +25,11 @@ func createTestEntity(id int32, name string, isPlayer bool) *mockEntity {
entity.maxPower = int32(rand.Intn(3000) + 500)
entity.isBot = !isPlayer && rand.Intn(2) == 1
entity.isNPC = !isPlayer && rand.Intn(2) == 0
// Use fewer zones to reduce indexing complexity in benchmarks
entity.zone = &mockZone{
zoneID: int32(rand.Intn(100) + 1),
instanceID: int32(rand.Intn(10)),
zoneName: fmt.Sprintf("Zone %d", rand.Intn(100)+1),
zoneID: int32(rand.Intn(5) + 1),
instanceID: int32(rand.Intn(3)),
zoneName: fmt.Sprintf("Zone %d", rand.Intn(5)+1),
}
return entity
}
@ -302,8 +303,8 @@ func BenchmarkGroupState(b *testing.B) {
func BenchmarkMasterListOperations(b *testing.B) {
ml := NewMasterList()
// Pre-populate with groups
const numGroups = 1000
// Pre-populate with groups - reduced from 1000 to avoid goroutine exhaustion
const numGroups = 100
groups := make([]*Group, numGroups)
b.StopTimer()
@ -339,10 +340,14 @@ func BenchmarkMasterListOperations(b *testing.B) {
ml.AddGroup(group)
addedGroups = append(addedGroups, group)
}
// Cleanup added groups
// Immediate cleanup to prevent goroutine exhaustion
b.StopTimer()
for _, group := range addedGroups {
group.Disband()
if group != nil {
group.Disband()
}
}
b.StartTimer()
})
b.Run("GetAllGroups", func(b *testing.B) {
@ -359,7 +364,7 @@ func BenchmarkMasterListOperations(b *testing.B) {
b.Run("GetGroupsByZone", func(b *testing.B) {
for i := 0; i < b.N; i++ {
zoneID := int32(rand.Intn(100) + 1)
zoneID := int32(rand.Intn(5) + 1) // Match reduced zone range
_ = ml.GetGroupsByZone(zoneID)
}
})

View File

@ -35,14 +35,14 @@ type MasterList struct {
byLastActivity map[time.Time][]*Group // Last activity time -> groups
// Cached metadata and slices
totalMembers int32 // Total active members across all groups
zones []int32 // Unique zones with group members
sizes []int32 // Unique group sizes
zoneStats map[int32]int // Zone ID -> group count
sizeStats map[int32]int // Size -> group count
allGroupsSlice []*Group // Cached slice of all groups
activeGroupsSlice []*Group // Cached slice of active groups
metaStale bool // Whether metadata cache needs refresh
totalMembers int32 // Total active members across all groups
zones []int32 // Unique zones with group members
sizes []int32 // Unique group sizes
zoneStats map[int32]int // Zone ID -> group count
sizeStats map[int32]int // Size -> group count
allGroupsSlice []*Group // Cached slice of all groups
activeGroupsSlice []*Group // Cached slice of active groups
metaStale bool // Whether metadata cache needs refresh
}
// NewMasterList creates a new group master list
@ -67,6 +67,7 @@ func NewMasterList() *MasterList {
}
// refreshMetaCache updates the cached metadata
// Note: This function assumes the caller already holds ml.mutex.Lock()
func (ml *MasterList) refreshMetaCache() {
if !ml.metaStale {
return
@ -79,8 +80,14 @@ func (ml *MasterList) refreshMetaCache() {
sizeSet := make(map[int32]struct{})
ml.totalMembers = 0
// Collect unique values and stats
// Get snapshot of active groups to avoid holding lock while calling group methods
activeGroupsSnapshot := make([]*Group, 0, len(ml.activeGroups))
for _, group := range ml.activeGroups {
activeGroupsSnapshot = append(activeGroupsSnapshot, group)
}
// Collect unique values and stats
for _, group := range activeGroupsSnapshot {
size := group.GetSize()
ml.sizeStats[size]++
sizeSet[size] = struct{}{}
@ -315,11 +322,27 @@ func (ml *MasterList) RemoveGroup(groupID int32) bool {
// GetAllGroups returns all groups as a slice
func (ml *MasterList) GetAllGroups() []*Group {
ml.mutex.Lock() // Need write lock to potentially update cache
// Use read lock first to check if we need to refresh
ml.mutex.RLock()
needsRefresh := ml.metaStale
if !needsRefresh {
// Return cached result without upgrading to write lock
result := make([]*Group, len(ml.allGroupsSlice))
copy(result, ml.allGroupsSlice)
ml.mutex.RUnlock()
return result
}
ml.mutex.RUnlock()
// Need to refresh - acquire write lock
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.refreshMetaCache()
// Double-check pattern - someone else might have refreshed while we waited
if ml.metaStale {
ml.refreshMetaCache()
}
// Return a copy to prevent external modification
result := make([]*Group, len(ml.allGroupsSlice))
copy(result, ml.allGroupsSlice)
@ -416,11 +439,27 @@ func (ml *MasterList) GetGroupByLeader(leaderName string) *Group {
// GetActiveGroups returns all non-disbanded groups (O(1))
func (ml *MasterList) GetActiveGroups() []*Group {
ml.mutex.Lock() // Need write lock to potentially update cache
// Use read lock first to check if we need to refresh
ml.mutex.RLock()
needsRefresh := ml.metaStale
if !needsRefresh {
// Return cached result without upgrading to write lock
result := make([]*Group, len(ml.activeGroupsSlice))
copy(result, ml.activeGroupsSlice)
ml.mutex.RUnlock()
return result
}
ml.mutex.RUnlock()
// Need to refresh - acquire write lock
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.refreshMetaCache()
// Double-check pattern - someone else might have refreshed while we waited
if ml.metaStale {
ml.refreshMetaCache()
}
// Return a copy to prevent external modification
result := make([]*Group, len(ml.activeGroupsSlice))
copy(result, ml.activeGroupsSlice)
@ -431,14 +470,32 @@ func (ml *MasterList) GetActiveGroups() []*Group {
func (ml *MasterList) GetGroupsByZone(zoneID int32) []*Group {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
return ml.byZone[zoneID]
groups := ml.byZone[zoneID]
if groups == nil {
return []*Group{}
}
// Return a copy to prevent external modification
result := make([]*Group, len(groups))
copy(result, groups)
return result
}
// GetGroupsBySize returns groups of the specified size (O(1))
func (ml *MasterList) GetGroupsBySize(size int32) []*Group {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
return ml.bySize[size]
groups := ml.bySize[size]
if groups == nil {
return []*Group{}
}
// Return a copy to prevent external modification
result := make([]*Group, len(groups))
copy(result, groups)
return result
}
// GetRaidGroups returns all groups that are part of raids (O(1))
@ -532,10 +589,44 @@ func (ml *MasterList) GetTotalMembers() int32 {
// GetGroupStatistics returns statistics about the groups in the master list using cached data
func (ml *MasterList) GetGroupStatistics() *GroupMasterListStats {
ml.mutex.Lock() // Need write lock to potentially update cache
// Use read lock first to check if we need to refresh
ml.mutex.RLock()
needsRefresh := ml.metaStale
if !needsRefresh {
// Calculate stats from cached data
var totalRaidMembers int32
for _, group := range ml.raidGroups {
totalRaidMembers += group.GetSize()
}
var averageGroupSize float64
if len(ml.activeGroups) > 0 {
averageGroupSize = float64(ml.totalMembers) / float64(len(ml.activeGroups))
}
stats := &GroupMasterListStats{
TotalGroups: int32(len(ml.groups)),
ActiveGroups: int32(len(ml.activeGroups)),
RaidGroups: int32(len(ml.raidGroups)),
TotalMembers: ml.totalMembers,
TotalRaidMembers: totalRaidMembers,
AverageGroupSize: averageGroupSize,
SoloGroups: int32(len(ml.soloGroups)),
FullGroups: int32(len(ml.fullGroups)),
}
ml.mutex.RUnlock()
return stats
}
ml.mutex.RUnlock()
// Need to refresh - acquire write lock
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.refreshMetaCache()
// Double-check pattern
if ml.metaStale {
ml.refreshMetaCache()
}
var totalRaidMembers int32
for _, group := range ml.raidGroups {

541
internal/login/client.go Normal file
View File

@ -0,0 +1,541 @@
package login
import (
"crypto/md5"
"encoding/binary"
"fmt"
"log"
"strings"
"sync"
"time"
"eq2emu/internal/common/opcodes"
"eq2emu/internal/packets"
"eq2emu/internal/udp"
)
// ClientState represents the current state of a login client
type ClientState int
const (
ClientStateNew ClientState = iota
ClientStateAuthenticating
ClientStateAuthenticated
ClientStateCharacterSelect
ClientStateDisconnected
)
// String returns the string representation of the client state
func (cs ClientState) String() string {
switch cs {
case ClientStateNew:
return "New"
case ClientStateAuthenticating:
return "Authenticating"
case ClientStateAuthenticated:
return "Authenticated"
case ClientStateCharacterSelect:
return "CharacterSelect"
case ClientStateDisconnected:
return "Disconnected"
default:
return "Unknown"
}
}
// Client represents a connected login client
type Client struct {
connection *udp.Connection
database *LoginDB
// Client information
accountID int32
accountName string
accountEmail string
accessLevel int16
// Authentication data
loginKey string
sessionKey string
ipAddress string
// Client state
state ClientState
clientVersion uint16
protocolVersion uint16
// Character data
characters []CharacterInfo
// Timing
connectTime time.Time
lastActivity time.Time
// Synchronization
mu sync.RWMutex
}
// CharacterInfo represents character information for the character select screen
type CharacterInfo struct {
ID int32 `json:"id"`
AccountID int32 `json:"account_id"`
Name string `json:"name"`
Race int8 `json:"race"`
Class int8 `json:"class"`
Gender int8 `json:"gender"`
Level int16 `json:"level"`
Zone int32 `json:"zone"`
ZoneInstance int32 `json:"zone_instance"`
ServerID int16 `json:"server_id"`
LastPlayed int64 `json:"last_played"`
CreatedDate int64 `json:"created_date"`
DeletedDate int64 `json:"deleted_date"`
// Appearance data
ModelType int16 `json:"model_type"`
SogaModelType int16 `json:"soga_model_type"`
HeadType int16 `json:"head_type"`
SogaHeadType int16 `json:"soga_head_type"`
WingType int16 `json:"wing_type"`
ChestType int16 `json:"chest_type"`
LegsType int16 `json:"legs_type"`
SogaChestType int16 `json:"soga_chest_type"`
SogaLegsType int16 `json:"soga_legs_type"`
HairType int16 `json:"hair_type"`
FacialHairType int16 `json:"facial_hair_type"`
SogaHairType int16 `json:"soga_hair_type"`
SogaFacialHairType int16 `json:"soga_facial_hair_type"`
// Colors
HairTypeColor int16 `json:"hair_type_color"`
HairTypeHighlight int16 `json:"hair_type_highlight"`
HairColor1 int16 `json:"hair_color1"`
HairColor2 int16 `json:"hair_color2"`
HairHighlight int16 `json:"hair_highlight"`
EyeColor1 int16 `json:"eye_color1"`
EyeColor2 int16 `json:"eye_color2"`
SkinColor int16 `json:"skin_color"`
// Soga colors
SogaHairTypeColor int16 `json:"soga_hair_type_color"`
SogaHairTypeHighlight int16 `json:"soga_hair_type_highlight"`
SogaHairColor1 int16 `json:"soga_hair_color1"`
SogaHairColor2 int16 `json:"soga_hair_color2"`
SogaHairHighlight int16 `json:"soga_hair_highlight"`
SogaEyeColor1 int16 `json:"soga_eye_color1"`
SogaEyeColor2 int16 `json:"soga_eye_color2"`
SogaSkinColor int16 `json:"soga_skin_color"`
// Additional data
CurrentLanguage int8 `json:"current_language"`
ChosenLanguage int8 `json:"chosen_language"`
}
// NewClient creates a new login client
func NewClient(conn *udp.Connection, db *LoginDB) *Client {
now := time.Now()
client := &Client{
connection: conn,
database: db,
state: ClientStateNew,
connectTime: now,
lastActivity: now,
ipAddress: conn.GetClientAddr().String(),
characters: make([]CharacterInfo, 0),
}
return client
}
// HandlePacket processes an incoming packet from the client
func (c *Client) HandlePacket(data []byte) error {
c.mu.Lock()
defer c.mu.Unlock()
c.lastActivity = time.Now()
if len(data) < 2 {
return fmt.Errorf("packet too short")
}
// Extract opcode
opcode := binary.LittleEndian.Uint16(data[:2])
payload := data[2:]
log.Printf("Client %s: Received opcode 0x%04x, size %d", c.ipAddress, opcode, len(payload))
switch opcode {
case opcodes.OpLoginRequestMsg:
return c.handleLoginRequest(payload)
case opcodes.OpAllCharactersDescRequestMsg:
return c.handleCharacterSelectRequest(payload)
case opcodes.OpPlayCharacterRequestMsg:
return c.handlePlayCharacterRequest(payload)
case opcodes.OpDeleteCharacterRequestMsg:
return c.handleDeleteCharacterRequest(payload)
case opcodes.OpCreateCharacterRequestMsg:
return c.handleCreateCharacterRequest(payload)
default:
log.Printf("Client %s: Unknown opcode 0x%04x", c.ipAddress, opcode)
return nil
}
}
// handleLoginRequest processes a login request from the client
func (c *Client) handleLoginRequest(payload []byte) error {
if c.state != ClientStateNew {
return fmt.Errorf("invalid state for login request: %s", c.state)
}
// Parse the packet using the proper packet system
clientVersion := uint32(562) // Assume version 562 for now
data, err := packets.ParsePacketFields(payload, "LoginRequest", clientVersion)
if err != nil {
return fmt.Errorf("failed to parse login request: %w", err)
}
// Extract fields based on the XML definition
accessCode := getStringField(data, "accesscode")
unknown1 := getStringField(data, "unknown1")
username := getStringField(data, "username")
password := getStringField(data, "password")
log.Printf("Login request - Username: %s, Access: %s, Unknown: %s",
username, accessCode, unknown1)
c.state = ClientStateAuthenticating
// Authenticate user
return c.authenticateUser(username, password)
}
// Helper function to safely extract string fields from packet data
func getStringField(data map[string]any, field string) string {
if val, ok := data[field]; ok {
if str, ok := val.(string); ok {
return str
}
}
return ""
}
// authenticateUser authenticates the user credentials
func (c *Client) authenticateUser(username, password string) error {
username = strings.TrimSpace(strings.Trim(username, "\x00"))
// Hash the password (MD5 for EQ2 compatibility)
hasher := md5.New()
hasher.Write([]byte(password))
hashedPassword := fmt.Sprintf("%x", hasher.Sum(nil))
// Query database for account
account, err := c.database.GetLoginAccount(username, hashedPassword)
if err != nil {
log.Printf("Authentication failed for %s: %v", username, err)
return c.sendLoginReply(0, "Invalid username or password")
}
// Check account status
if account.Status != "Active" {
log.Printf("Account %s is not active: %s", username, account.Status)
return c.sendLoginReply(0, "Account is suspended")
}
// Store account information
c.accountID = account.ID
c.accountName = account.Username
c.accountEmail = account.Email
c.accessLevel = account.AccessLevel
c.state = ClientStateAuthenticated
log.Printf("User %s (ID: %d) authenticated successfully", username, account.ID)
// Generate session key
c.sessionKey = c.generateSessionKey()
// Update last login
c.database.UpdateLastLogin(c.accountID, c.ipAddress)
// Send successful login reply
return c.sendLoginReply(1, "Welcome to EverQuest II")
}
// sendLoginReply sends a login reply to the client
func (c *Client) sendLoginReply(success int8, message string) error {
// Build login reply using the packet system
clientVersion := uint32(562) // TODO: Track actual client version
data := map[string]any{
"login_response": success,
"unknown": message,
}
if success == 1 {
data["account_id"] = c.accountID
// Add other required fields for successful login
data["parental_control_flag"] = uint8(0)
data["parental_control_timer"] = uint32(0)
// TODO: Add more fields as needed based on client version
}
packet, err := packets.BuildPacket("LoginReplyMsg", data, clientVersion, 0)
if err != nil {
return fmt.Errorf("failed to build login reply packet: %w", err)
}
// Send the packet
appPacket := &udp.ApplicationPacket{
Data: packet,
}
c.connection.SendPacket(appPacket)
// If login successful, send character list
if success == 1 {
if err := c.loadCharacters(); err != nil {
log.Printf("Failed to load characters: %v", err)
}
return c.sendCharacterList()
}
return nil
}
// loadCharacters loads the character list for this account
func (c *Client) loadCharacters() error {
characters, err := c.database.GetCharacters(c.accountID)
if err != nil {
return fmt.Errorf("failed to load characters: %w", err)
}
c.characters = make([]CharacterInfo, len(characters))
for i, char := range characters {
c.characters[i] = CharacterInfo{
ID: char.ID,
AccountID: char.AccountID,
Name: strings.TrimSpace(strings.Trim(char.Name, "\x00")),
Race: char.Race,
Class: char.Class,
Gender: char.Gender,
Level: char.Level,
Zone: char.Zone,
ServerID: char.ServerID,
LastPlayed: char.LastPlayed,
CreatedDate: char.CreatedDate,
}
}
return nil
}
// handleCharacterSelectRequest handles character selection
func (c *Client) handleCharacterSelectRequest(payload []byte) error {
if c.state != ClientStateAuthenticated {
return fmt.Errorf("invalid state for character select: %s", c.state)
}
c.state = ClientStateCharacterSelect
// Send character list
if err := c.loadCharacters(); err != nil {
return fmt.Errorf("failed to load characters: %w", err)
}
return c.sendCharacterList()
}
// sendCharacterList sends the character list to the client
func (c *Client) sendCharacterList() error {
// For now, send character profiles individually using CharSelectProfile packet
// In the real implementation, this would be sent as part of LoginReplyMsg
for _, char := range c.characters {
data := map[string]any{
"version": uint32(562),
"charid": uint32(char.ID),
"server_id": uint32(char.ServerID),
"name": char.Name,
"unknown": uint8(0),
"race": uint8(char.Race),
"class": uint8(char.Class),
"gender": uint8(char.Gender),
"level": uint32(char.Level),
"zone": "Qeynos Harbor", // TODO: Get actual zone name
"unknown1": uint32(0),
"unknown2": uint32(0),
"created_date": uint32(char.CreatedDate),
"last_played": uint32(char.LastPlayed),
"unknown3": uint32(0),
"unknown4": uint32(0),
"zonename2": "Qeynos Harbor",
"zonedesc": "The Harbor District",
"unknown5": uint32(0),
"server_name": "EQ2Go Server",
"account_id": uint32(c.accountID),
}
// Add appearance data with defaults for now
// TODO: Load actual character appearance data
clientVersion := uint32(562)
packet, err := packets.BuildPacket("CharSelectProfile", data, clientVersion, 0)
if err != nil {
log.Printf("Failed to build character profile packet: %v", err)
continue
}
appPacket := &udp.ApplicationPacket{
Data: packet,
}
c.connection.SendPacket(appPacket)
}
return nil
}
// handlePlayCharacterRequest handles play character request
func (c *Client) handlePlayCharacterRequest(payload []byte) error {
if c.state != ClientStateCharacterSelect && c.state != ClientStateAuthenticated {
return fmt.Errorf("invalid state for play character: %s", c.state)
}
if len(payload) < 8 {
return fmt.Errorf("play character packet too short")
}
characterID := binary.LittleEndian.Uint32(payload[:4])
serverID := binary.LittleEndian.Uint16(payload[4:6])
log.Printf("Play character request - Character: %d, Server: %d", characterID, serverID)
// Find character
var character *CharacterInfo
for i := range c.characters {
if c.characters[i].ID == int32(characterID) {
character = &c.characters[i]
break
}
}
if character == nil {
return fmt.Errorf("character %d not found", characterID)
}
// TODO: Forward to world server
return c.sendPlayCharacterReply(character, "127.0.0.1", 9000)
}
// sendPlayCharacterReply sends play character reply to client
func (c *Client) sendPlayCharacterReply(character *CharacterInfo, worldIP string, worldPort int) error {
data := map[string]any{
"response": uint8(1), // Success
"server": worldIP,
"port": uint16(worldPort),
"account_id": uint32(c.accountID),
"access_code": uint32(12345), // TODO: Generate proper access code
}
clientVersion := uint32(562)
packet, err := packets.BuildPacket("PlayResponse", data, clientVersion, 0)
if err != nil {
return fmt.Errorf("failed to build play response packet: %w", err)
}
appPacket := &udp.ApplicationPacket{
Data: packet,
}
c.connection.SendPacket(appPacket)
return nil
}
// handleDeleteCharacterRequest handles character deletion
func (c *Client) handleDeleteCharacterRequest(payload []byte) error {
// TODO: Implement character deletion
return nil
}
// handleCreateCharacterRequest handles character creation
func (c *Client) handleCreateCharacterRequest(payload []byte) error {
// TODO: Implement character creation
return nil
}
// generateSessionKey generates a unique session key for this client
func (c *Client) generateSessionKey() string {
now := time.Now()
data := fmt.Sprintf("%d-%s-%d", c.accountID, c.ipAddress, now.Unix())
hasher := md5.New()
hasher.Write([]byte(data))
return fmt.Sprintf("%x", hasher.Sum(nil))
}
// Disconnect disconnects the client
func (c *Client) Disconnect(reason string) {
c.mu.Lock()
defer c.mu.Unlock()
if c.state == ClientStateDisconnected {
return
}
log.Printf("Disconnecting client %s: %s", c.ipAddress, reason)
c.state = ClientStateDisconnected
if c.connection != nil {
c.connection.Close()
}
}
// GetState returns the current client state (thread-safe)
func (c *Client) GetState() ClientState {
c.mu.RLock()
defer c.mu.RUnlock()
return c.state
}
// GetAccountID returns the account ID (thread-safe)
func (c *Client) GetAccountID() int32 {
c.mu.RLock()
defer c.mu.RUnlock()
return c.accountID
}
// GetAccountName returns the account name (thread-safe)
func (c *Client) GetAccountName() string {
c.mu.RLock()
defer c.mu.RUnlock()
return c.accountName
}
// GetIPAddress returns the client IP address
func (c *Client) GetIPAddress() string {
return c.ipAddress
}
// GetConnection returns the UDP connection
func (c *Client) GetConnection() *udp.Connection {
return c.connection
}
// GetConnectTime returns when the client connected
func (c *Client) GetConnectTime() time.Time {
return c.connectTime
}
// GetLastActivity returns the last activity time
func (c *Client) GetLastActivity() time.Time {
c.mu.RLock()
defer c.mu.RUnlock()
return c.lastActivity
}
// IsTimedOut returns whether the client has timed out
func (c *Client) IsTimedOut(timeout time.Duration) bool {
c.mu.RLock()
defer c.mu.RUnlock()
return time.Since(c.lastActivity) > timeout
}

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package login
import (
"sync"
"time"
"eq2emu/internal/udp"
)
// ClientList manages connected login clients
type ClientList struct {
clients map[*udp.Connection]*Client
byAccountID map[int32]*Client
mu sync.RWMutex
}
// NewClientList creates a new client list
func NewClientList() *ClientList {
return &ClientList{
clients: make(map[*udp.Connection]*Client),
byAccountID: make(map[int32]*Client),
}
}
// Add adds a client to the list
func (cl *ClientList) Add(client *Client) {
if client == nil || client.GetConnection() == nil {
return
}
cl.mu.Lock()
defer cl.mu.Unlock()
// Remove any existing client for this connection
if existing, exists := cl.clients[client.GetConnection()]; exists {
existing.Disconnect("Replaced by new connection")
if existing.GetAccountID() > 0 {
delete(cl.byAccountID, existing.GetAccountID())
}
}
cl.clients[client.GetConnection()] = client
}
// Remove removes a client from the list
func (cl *ClientList) Remove(client *Client) {
if client == nil {
return
}
cl.mu.Lock()
defer cl.mu.Unlock()
conn := client.GetConnection()
if conn != nil {
delete(cl.clients, conn)
}
if client.GetAccountID() > 0 {
delete(cl.byAccountID, client.GetAccountID())
}
}
// GetByConnection returns a client by connection
func (cl *ClientList) GetByConnection(conn *udp.Connection) *Client {
if conn == nil {
return nil
}
cl.mu.RLock()
defer cl.mu.RUnlock()
return cl.clients[conn]
}
// GetByAccountID returns a client by account ID
func (cl *ClientList) GetByAccountID(accountID int32) *Client {
if accountID <= 0 {
return nil
}
cl.mu.RLock()
defer cl.mu.RUnlock()
return cl.byAccountID[accountID]
}
// UpdateAccountMapping updates the account ID mapping for a client
func (cl *ClientList) UpdateAccountMapping(client *Client) {
if client == nil {
return
}
cl.mu.Lock()
defer cl.mu.Unlock()
accountID := client.GetAccountID()
if accountID > 0 {
// Remove any existing mapping for this account
if existing, exists := cl.byAccountID[accountID]; exists && existing != client {
existing.Disconnect("Account logged in elsewhere")
delete(cl.clients, existing.GetConnection())
}
cl.byAccountID[accountID] = client
}
}
// Process processes all clients
func (cl *ClientList) Process() {
cl.mu.Lock()
defer cl.mu.Unlock()
// Check for timed out clients
timeout := 5 * time.Minute
var toRemove []*Client
for _, client := range cl.clients {
if client.IsTimedOut(timeout) {
toRemove = append(toRemove, client)
}
}
// Remove timed out clients
for _, client := range toRemove {
client.Disconnect("Connection timeout")
delete(cl.clients, client.GetConnection())
if client.GetAccountID() > 0 {
delete(cl.byAccountID, client.GetAccountID())
}
}
}
// Count returns the number of connected clients
func (cl *ClientList) Count() int {
cl.mu.RLock()
defer cl.mu.RUnlock()
return len(cl.clients)
}
// GetClients returns a slice of all clients (snapshot)
func (cl *ClientList) GetClients() []*Client {
cl.mu.RLock()
defer cl.mu.RUnlock()
clients := make([]*Client, 0, len(cl.clients))
for _, client := range cl.clients {
clients = append(clients, client)
}
return clients
}
// GetClientsByState returns clients in a specific state
func (cl *ClientList) GetClientsByState(state ClientState) []*Client {
cl.mu.RLock()
defer cl.mu.RUnlock()
var clients []*Client
for _, client := range cl.clients {
if client.GetState() == state {
clients = append(clients, client)
}
}
return clients
}
// DisconnectAll disconnects all clients
func (cl *ClientList) DisconnectAll(reason string) {
cl.mu.Lock()
defer cl.mu.Unlock()
for _, client := range cl.clients {
client.Disconnect(reason)
}
// Clear maps
cl.clients = make(map[*udp.Connection]*Client)
cl.byAccountID = make(map[int32]*Client)
}
// DisconnectByAccountID disconnects a client by account ID
func (cl *ClientList) DisconnectByAccountID(accountID int32, reason string) bool {
client := cl.GetByAccountID(accountID)
if client == nil {
return false
}
client.Disconnect(reason)
cl.Remove(client)
return true
}
// GetStats returns client list statistics
func (cl *ClientList) GetStats() ClientListStats {
cl.mu.RLock()
defer cl.mu.RUnlock()
stats := ClientListStats{
Total: len(cl.clients),
States: make(map[ClientState]int),
}
for _, client := range cl.clients {
state := client.GetState()
stats.States[state]++
}
return stats
}
// ClientListStats represents statistics about the client list
type ClientListStats struct {
Total int `json:"total"`
States map[ClientState]int `json:"states"`
}
// ForEach executes a function for each client (thread-safe)
func (cl *ClientList) ForEach(fn func(*Client)) {
clients := cl.GetClients()
for _, client := range clients {
fn(client)
}
}

221
internal/login/config.go Normal file
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package login
import (
"fmt"
"strings"
)
// ServerConfig represents the login server configuration
type ServerConfig struct {
// Network settings
ListenAddr string `json:"listen_addr"`
ListenPort int `json:"listen_port"`
MaxClients int `json:"max_clients"`
// Web interface settings
WebAddr string `json:"web_addr"`
WebPort int `json:"web_port"`
WebCertFile string `json:"web_cert_file"`
WebKeyFile string `json:"web_key_file"`
WebKeyPassword string `json:"web_key_password"`
WebUser string `json:"web_user"`
WebPassword string `json:"web_password"`
// Database settings
DatabaseType string `json:"database_type"` // "sqlite" or "mysql"
DatabaseDSN string `json:"database_dsn"` // Connection string
// Server settings
ServerName string `json:"server_name"`
LogLevel string `json:"log_level"`
// World servers configuration
WorldServers []WorldServerInfo `json:"world_servers"`
}
// WorldServerInfo represents information about a world server
type WorldServerInfo struct {
ID int `json:"id"`
Name string `json:"name"`
Address string `json:"address"`
Port int `json:"port"`
AdminPort int `json:"admin_port"`
Key string `json:"key"`
Status string `json:"status"` // "up", "down", "locked"
Population int `json:"population"` // Current player count
MaxPlayers int `json:"max_players"` // Maximum allowed players
Description string `json:"description"`
// Server flags
Locked bool `json:"locked"`
Hidden bool `json:"hidden"`
// Connection tracking
LastHeartbeat int64 `json:"last_heartbeat"`
}
// Validate validates the server configuration
func (c *ServerConfig) Validate() error {
if c.ListenAddr == "" {
return fmt.Errorf("listen_addr is required")
}
if c.ListenPort <= 0 || c.ListenPort > 65535 {
return fmt.Errorf("listen_port must be between 1 and 65535")
}
if c.MaxClients <= 0 {
c.MaxClients = 1000 // Default value
}
// Database configuration validation
dbType := strings.ToLower(c.DatabaseType)
switch dbType {
case "sqlite", "":
c.DatabaseType = "sqlite"
if c.DatabaseDSN == "" {
return fmt.Errorf("database_dsn is required")
}
case "mysql":
c.DatabaseType = "mysql"
if c.DatabaseDSN == "" {
return fmt.Errorf("database_dsn is required")
}
default:
return fmt.Errorf("invalid database_type: %s (must be sqlite or mysql)", c.DatabaseType)
}
if c.ServerName == "" {
c.ServerName = "EQ2Go Login Server"
}
// Validate log level
logLevel := strings.ToLower(c.LogLevel)
switch logLevel {
case "debug", "info", "warn", "error":
c.LogLevel = logLevel
case "":
c.LogLevel = "info" // Default
default:
return fmt.Errorf("invalid log_level: %s (must be debug, info, warn, or error)", c.LogLevel)
}
// Validate web configuration
if c.WebPort > 0 {
if c.WebPort <= 0 || c.WebPort > 65535 {
return fmt.Errorf("web_port must be between 1 and 65535")
}
if c.WebAddr == "" {
c.WebAddr = "0.0.0.0"
}
// If TLS files are specified, both cert and key must be provided
if c.WebCertFile != "" && c.WebKeyFile == "" {
return fmt.Errorf("web_key_file is required when web_cert_file is specified")
}
if c.WebKeyFile != "" && c.WebCertFile == "" {
return fmt.Errorf("web_cert_file is required when web_key_file is specified")
}
}
// Validate world servers
for i, ws := range c.WorldServers {
if err := ws.Validate(); err != nil {
return fmt.Errorf("world_server[%d]: %w", i, err)
}
}
return nil
}
// Validate validates a world server configuration
func (w *WorldServerInfo) Validate() error {
if w.ID <= 0 {
return fmt.Errorf("id must be positive")
}
if w.Name == "" {
return fmt.Errorf("name is required")
}
if w.Address == "" {
return fmt.Errorf("address is required")
}
if w.Port <= 0 || w.Port > 65535 {
return fmt.Errorf("port must be between 1 and 65535")
}
if w.AdminPort <= 0 || w.AdminPort > 65535 {
return fmt.Errorf("admin_port must be between 1 and 65535")
}
if w.AdminPort == w.Port {
return fmt.Errorf("admin_port cannot be the same as port")
}
if w.MaxPlayers <= 0 {
w.MaxPlayers = 1000 // Default value
}
// Normalize status
status := strings.ToLower(w.Status)
switch status {
case "up", "down", "locked":
w.Status = status
case "":
w.Status = "down" // Default
default:
return fmt.Errorf("invalid status: %s (must be up, down, or locked)", w.Status)
}
return nil
}
// IsOnline returns whether the world server is currently online
func (w *WorldServerInfo) IsOnline() bool {
return w.Status == "up"
}
// IsLocked returns whether the world server is locked
func (w *WorldServerInfo) IsLocked() bool {
return w.Locked || w.Status == "locked"
}
// IsHidden returns whether the world server should be hidden from the server list
func (w *WorldServerInfo) IsHidden() bool {
return w.Hidden
}
// GetPopulationPercentage returns the current population as a percentage of max capacity
func (w *WorldServerInfo) GetPopulationPercentage() float64 {
if w.MaxPlayers <= 0 {
return 0
}
return float64(w.Population) / float64(w.MaxPlayers) * 100
}
// GetPopulationLevel returns a string representation of the population level
func (w *WorldServerInfo) GetPopulationLevel() string {
pct := w.GetPopulationPercentage()
switch {
case pct >= 95:
return "FULL"
case pct >= 80:
return "HIGH"
case pct >= 50:
return "MEDIUM"
case pct >= 25:
return "LOW"
default:
return "LIGHT"
}
}
// Clone creates a deep copy of the WorldServerInfo
func (w *WorldServerInfo) Clone() *WorldServerInfo {
clone := *w
return &clone
}

350
internal/login/database.go Normal file
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package login
import (
"fmt"
"strings"
"time"
"eq2emu/internal/database"
"zombiezen.com/go/sqlite"
"zombiezen.com/go/sqlite/sqlitex"
)
// LoginAccount represents a login account
type LoginAccount struct {
ID int32 `json:"id"`
Username string `json:"username"`
Password string `json:"password"` // MD5 hash
Email string `json:"email"`
Status string `json:"status"` // Active, Suspended, Banned
AccessLevel int16 `json:"access_level"`
CreatedDate int64 `json:"created_date"`
LastLogin int64 `json:"last_login"`
LastIP string `json:"last_ip"`
}
// Character represents a character
type Character struct {
ID int32 `json:"id"`
AccountID int32 `json:"account_id"`
Name string `json:"name"`
Race int8 `json:"race"`
Class int8 `json:"class"`
Gender int8 `json:"gender"`
Level int16 `json:"level"`
Zone int32 `json:"zone"`
ZoneInstance int32 `json:"zone_instance"`
ServerID int16 `json:"server_id"`
LastPlayed int64 `json:"last_played"`
CreatedDate int64 `json:"created_date"`
DeletedDate int64 `json:"deleted_date"`
}
// LoginDB wraps the base Database with login-specific methods
type LoginDB struct {
*database.Database
}
// NewLoginDB creates a new database connection for login server
func NewLoginDB(dbType, dsn string) (*LoginDB, error) {
var db *database.Database
var err error
switch strings.ToLower(dbType) {
case "sqlite":
db, err = database.NewSQLite(dsn)
case "mysql":
db, err = database.NewMySQL(dsn)
default:
return nil, fmt.Errorf("unsupported database type: %s", dbType)
}
if err != nil {
return nil, err
}
loginDB := &LoginDB{Database: db}
return loginDB, nil
}
// GetLoginAccount retrieves a login account by username and password
func (db *LoginDB) GetLoginAccount(username, hashedPassword string) (*LoginAccount, error) {
var account LoginAccount
query := "SELECT id, username, password, email, status, access_level, created_date, last_login, last_ip FROM login_accounts WHERE username = ? AND password = ?"
if db.GetType() == database.SQLite {
found := false
err := db.ExecTransient(query,
func(stmt *sqlite.Stmt) error {
account.ID = int32(stmt.ColumnInt64(0))
account.Username = stmt.ColumnText(1)
account.Password = stmt.ColumnText(2)
account.Email = stmt.ColumnText(3)
account.Status = stmt.ColumnText(4)
account.AccessLevel = int16(stmt.ColumnInt64(5))
account.CreatedDate = stmt.ColumnInt64(6)
account.LastLogin = stmt.ColumnInt64(7)
account.LastIP = stmt.ColumnText(8)
found = true
return nil
},
username, hashedPassword,
)
if err != nil {
return nil, fmt.Errorf("database query error: %w", err)
}
if !found {
return nil, fmt.Errorf("account not found")
}
} else {
// MySQL implementation
row := db.QueryRow(query, username, hashedPassword)
err := row.Scan(
&account.ID,
&account.Username,
&account.Password,
&account.Email,
&account.Status,
&account.AccessLevel,
&account.CreatedDate,
&account.LastLogin,
&account.LastIP,
)
if err != nil {
return nil, fmt.Errorf("account not found or database error: %w", err)
}
}
return &account, nil
}
// GetCharacters retrieves all characters for an account
func (db *LoginDB) GetCharacters(accountID int32) ([]*Character, error) {
var characters []*Character
err := db.ExecTransient(
`SELECT id, account_id, name, race, class, gender, level, zone_id, zone_instance,
server_id, last_played, created_date, deleted_date
FROM characters
WHERE account_id = ? AND deleted_date = 0
ORDER BY last_played DESC`,
func(stmt *sqlite.Stmt) error {
char := &Character{
ID: int32(stmt.ColumnInt64(0)),
AccountID: int32(stmt.ColumnInt64(1)),
Name: stmt.ColumnText(2),
Race: int8(stmt.ColumnInt64(3)),
Class: int8(stmt.ColumnInt64(4)),
Gender: int8(stmt.ColumnInt64(5)),
Level: int16(stmt.ColumnInt64(6)),
Zone: int32(stmt.ColumnInt64(7)),
ZoneInstance: int32(stmt.ColumnInt64(8)),
ServerID: int16(stmt.ColumnInt64(9)),
LastPlayed: stmt.ColumnInt64(10),
CreatedDate: stmt.ColumnInt64(11),
DeletedDate: stmt.ColumnInt64(12),
}
characters = append(characters, char)
return nil
},
accountID,
)
if err != nil {
return nil, fmt.Errorf("failed to load characters: %w", err)
}
return characters, nil
}
// UpdateLastLogin updates the last login time and IP for an account
func (db *LoginDB) UpdateLastLogin(accountID int32, ipAddress string) error {
now := time.Now().Unix()
query := "UPDATE login_accounts SET last_login = ?, last_ip = ? WHERE id = ?"
if db.GetType() == database.SQLite {
return db.Execute(query, &sqlitex.ExecOptions{
Args: []any{now, ipAddress, accountID},
})
} else {
// MySQL implementation
_, err := db.Exec(query, now, ipAddress, accountID)
return err
}
}
// UpdateServerStats updates server statistics
func (db *LoginDB) UpdateServerStats(serverType string, clientCount, worldCount int) error {
now := time.Now().Unix()
if db.GetType() == database.SQLite {
return db.Execute(
`INSERT OR REPLACE INTO server_stats (server_type, client_count, world_count, last_update)
VALUES (?, ?, ?, ?)`,
&sqlitex.ExecOptions{
Args: []any{serverType, clientCount, worldCount, now},
},
)
} else {
// MySQL implementation using ON DUPLICATE KEY UPDATE
query := `INSERT INTO server_stats (server_type, client_count, world_count, last_update)
VALUES (?, ?, ?, ?)
ON DUPLICATE KEY UPDATE
client_count = VALUES(client_count),
world_count = VALUES(world_count),
last_update = VALUES(last_update)`
_, err := db.Exec(query, serverType, clientCount, worldCount, now)
return err
}
}
// CreateAccount creates a new login account
func (db *LoginDB) CreateAccount(username, hashedPassword, email string, accessLevel int16) (*LoginAccount, error) {
now := time.Now().Unix()
// Check if username already exists
exists := false
err := db.ExecTransient(
"SELECT 1 FROM login_accounts WHERE username = ?",
func(stmt *sqlite.Stmt) error {
exists = true
return nil
},
username,
)
if err != nil {
return nil, fmt.Errorf("failed to check username: %w", err)
}
if exists {
return nil, fmt.Errorf("username already exists")
}
// Insert new account
var accountID int32
err = db.Execute(
`INSERT INTO login_accounts (username, password, email, access_level, created_date, status)
VALUES (?, ?, ?, ?, ?, 'Active')`,
&sqlitex.ExecOptions{
Args: []any{username, hashedPassword, email, accessLevel, now},
ResultFunc: func(stmt *sqlite.Stmt) error {
accountID = int32(stmt.ColumnInt64(0))
return nil
},
},
)
if err != nil {
return nil, fmt.Errorf("failed to create account: %w", err)
}
// Return the created account
return &LoginAccount{
ID: accountID,
Username: username,
Password: hashedPassword,
Email: email,
Status: "Active",
AccessLevel: accessLevel,
CreatedDate: now,
LastLogin: 0,
LastIP: "",
}, nil
}
// GetCharacterByID retrieves a character by ID
func (db *LoginDB) GetCharacterByID(characterID int32) (*Character, error) {
var character Character
found := false
err := db.ExecTransient(
`SELECT id, account_id, name, race, class, gender, level, zone_id, zone_instance,
server_id, last_played, created_date, deleted_date
FROM characters WHERE id = ?`,
func(stmt *sqlite.Stmt) error {
character.ID = int32(stmt.ColumnInt64(0))
character.AccountID = int32(stmt.ColumnInt64(1))
character.Name = stmt.ColumnText(2)
character.Race = int8(stmt.ColumnInt64(3))
character.Class = int8(stmt.ColumnInt64(4))
character.Gender = int8(stmt.ColumnInt64(5))
character.Level = int16(stmt.ColumnInt64(6))
character.Zone = int32(stmt.ColumnInt64(7))
character.ZoneInstance = int32(stmt.ColumnInt64(8))
character.ServerID = int16(stmt.ColumnInt64(9))
character.LastPlayed = stmt.ColumnInt64(10)
character.CreatedDate = stmt.ColumnInt64(11)
character.DeletedDate = stmt.ColumnInt64(12)
found = true
return nil
},
characterID,
)
if err != nil {
return nil, fmt.Errorf("database query error: %w", err)
}
if !found {
return nil, fmt.Errorf("character not found")
}
return &character, nil
}
// DeleteCharacter marks a character as deleted
func (db *LoginDB) DeleteCharacter(characterID int32) error {
now := time.Now().Unix()
return db.Execute(
"UPDATE characters SET deleted_date = ? WHERE id = ?",
&sqlitex.ExecOptions{
Args: []any{now, characterID},
},
)
}
// GetAccountStats retrieves statistics about login accounts
func (db *LoginDB) GetAccountStats() (map[string]int, error) {
stats := make(map[string]int)
// Count total accounts
err := db.ExecTransient(
"SELECT COUNT(*) FROM login_accounts",
func(stmt *sqlite.Stmt) error {
stats["total_accounts"] = int(stmt.ColumnInt64(0))
return nil
},
)
if err != nil {
return nil, err
}
// Count active accounts
err = db.ExecTransient(
"SELECT COUNT(*) FROM login_accounts WHERE status = 'Active'",
func(stmt *sqlite.Stmt) error {
stats["active_accounts"] = int(stmt.ColumnInt64(0))
return nil
},
)
if err != nil {
return nil, err
}
// Count total characters
err = db.ExecTransient(
"SELECT COUNT(*) FROM characters WHERE deleted_date = 0",
func(stmt *sqlite.Stmt) error {
stats["total_characters"] = int(stmt.ColumnInt64(0))
return nil
},
)
if err != nil {
return nil, err
}
return stats, nil
}

279
internal/login/server.go Normal file
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package login
import (
"context"
"fmt"
"log"
"net/http"
"sync"
"time"
"eq2emu/internal/udp"
)
// Server represents the login server instance
type Server struct {
config *ServerConfig
database *LoginDB
udpServer *udp.Server
webServer *http.Server
clientList *ClientList
worldList *WorldList
running bool
startTime time.Time
// Synchronization
mu sync.RWMutex
stopChan chan struct{}
wg sync.WaitGroup
}
// NewServer creates a new login server instance
func NewServer(config *ServerConfig) (*Server, error) {
if config == nil {
return nil, fmt.Errorf("configuration cannot be nil")
}
// Validate configuration
if err := config.Validate(); err != nil {
return nil, fmt.Errorf("invalid configuration: %w", err)
}
// Create database connection
db, err := NewLoginDB(config.DatabaseType, config.DatabaseDSN)
if err != nil {
return nil, fmt.Errorf("failed to initialize database: %w", err)
}
// Create login server instance first
server := &Server{
config: config,
database: db,
clientList: NewClientList(),
worldList: NewWorldList(),
running: false,
stopChan: make(chan struct{}),
}
// Create UDP server for EverQuest II protocol
addr := fmt.Sprintf("%s:%d", config.ListenAddr, config.ListenPort)
udpConfig := udp.Config{
MaxConnections: config.MaxClients,
BufferSize: 1024 * 64, // 64KB buffer
EnableCompression: true,
EnableEncryption: true,
}
udpServer, err := udp.NewServer(addr, server.handleUDPPacket, udpConfig)
if err != nil {
return nil, fmt.Errorf("failed to create UDP server: %w", err)
}
server.udpServer = udpServer
// Initialize web server if enabled
if config.WebPort > 0 {
server.initWebServer()
}
return server, nil
}
// Start starts the login server
func (s *Server) Start() error {
s.mu.Lock()
defer s.mu.Unlock()
if s.running {
return fmt.Errorf("server is already running")
}
log.Printf("Starting login server on %s:%d", s.config.ListenAddr, s.config.ListenPort)
// Start UDP server (it doesn't return an error in this implementation)
go s.udpServer.Start()
// Start web server if configured
if s.webServer != nil {
s.wg.Add(1)
go func() {
defer s.wg.Done()
addr := fmt.Sprintf("%s:%d", s.config.WebAddr, s.config.WebPort)
log.Printf("Starting web server on %s", addr)
if err := s.webServer.ListenAndServe(); err != nil && err != http.ErrServerClosed {
log.Printf("Web server error: %v", err)
}
}()
}
// Initialize world servers
for _, worldInfo := range s.config.WorldServers {
world := NewWorldServer(worldInfo)
s.worldList.Add(world)
}
s.running = true
s.startTime = time.Now()
log.Println("Login server started successfully")
return nil
}
// Stop stops the login server gracefully
func (s *Server) Stop() error {
s.mu.Lock()
defer s.mu.Unlock()
if !s.running {
return nil
}
log.Println("Stopping login server...")
// Signal shutdown
close(s.stopChan)
// Stop UDP server
s.udpServer.Stop()
// Stop web server
if s.webServer != nil {
ctx, cancel := context.WithTimeout(context.Background(), 30*time.Second)
defer cancel()
if err := s.webServer.Shutdown(ctx); err != nil {
log.Printf("Error stopping web server: %v", err)
}
}
// Disconnect all clients
s.clientList.DisconnectAll("Server shutdown")
// Shutdown world servers
s.worldList.Shutdown()
// Close database
if err := s.database.Close(); err != nil {
log.Printf("Error closing database: %v", err)
}
// Wait for all goroutines to finish
s.wg.Wait()
s.running = false
log.Println("Login server stopped")
return nil
}
// Process runs the main server processing loop
func (s *Server) Process() {
ticker := time.NewTicker(time.Millisecond * 50) // 20 FPS processing
defer ticker.Stop()
statsTicker := time.NewTicker(time.Minute) // Statistics every minute
defer statsTicker.Stop()
for {
select {
case <-s.stopChan:
return
case <-ticker.C:
// Process clients
s.clientList.Process()
// Process world servers
s.worldList.Process()
case <-statsTicker.C:
// Update statistics
s.updateStatistics()
}
}
}
// handleUDPPacket handles incoming UDP packets from clients
func (s *Server) handleUDPPacket(conn *udp.Connection, packet *udp.ApplicationPacket) {
// Find or create client for this connection
client := s.clientList.GetByConnection(conn)
if client == nil {
client = NewClient(conn, s.database)
s.clientList.Add(client)
log.Printf("New client connected from %s", conn.GetClientAddr())
}
// Process packet
if err := client.HandlePacket(packet.Data); err != nil {
log.Printf("Error handling packet from %s: %v", conn.GetClientAddr(), err)
}
}
// updateStatistics updates server statistics
func (s *Server) updateStatistics() {
s.mu.RLock()
defer s.mu.RUnlock()
if !s.running {
return
}
clientCount := s.clientList.Count()
worldCount := s.worldList.Count()
uptime := time.Since(s.startTime)
log.Printf("Stats - Clients: %d, Worlds: %d, Uptime: %v",
clientCount, worldCount, uptime.Truncate(time.Second))
// Update database statistics
if err := s.database.UpdateServerStats("login", clientCount, worldCount); err != nil {
log.Printf("Failed to update server stats: %v", err)
}
}
// initWebServer initializes the web interface server
func (s *Server) initWebServer() {
mux := http.NewServeMux()
// Register web routes
mux.HandleFunc("/", s.handleWebRoot)
mux.HandleFunc("/api/status", s.handleAPIStatus)
mux.HandleFunc("/api/clients", s.handleAPIClients)
mux.HandleFunc("/api/worlds", s.handleAPIWorlds)
s.webServer = &http.Server{
Addr: fmt.Sprintf("%s:%d", s.config.WebAddr, s.config.WebPort),
Handler: mux,
ReadTimeout: 30 * time.Second,
WriteTimeout: 30 * time.Second,
IdleTimeout: 120 * time.Second,
}
}
// IsRunning returns whether the server is currently running
func (s *Server) IsRunning() bool {
s.mu.RLock()
defer s.mu.RUnlock()
return s.running
}
// GetUptime returns how long the server has been running
func (s *Server) GetUptime() time.Duration {
s.mu.RLock()
defer s.mu.RUnlock()
if !s.running {
return 0
}
return time.Since(s.startTime)
}
// GetClientCount returns the current number of connected clients
func (s *Server) GetClientCount() int {
return s.clientList.Count()
}
// GetWorldCount returns the current number of registered world servers
func (s *Server) GetWorldCount() int {
return s.worldList.Count()
}

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package login
import (
"encoding/json"
"fmt"
"net/http"
"strconv"
"time"
)
// handleWebRoot handles the root web interface page
func (s *Server) handleWebRoot(w http.ResponseWriter, r *http.Request) {
if !s.authenticateWebRequest(w, r) {
return
}
html := `<!DOCTYPE html>
<html>
<head>
<title>EQ2Go Login Server</title>
<style>
body { font-family: Arial, sans-serif; margin: 40px; }
.header { background: #2c3e50; color: white; padding: 20px; border-radius: 5px; }
.stats { display: flex; gap: 20px; margin: 20px 0; }
.stat-card { background: #f8f9fa; padding: 15px; border-radius: 5px; flex: 1; }
.stat-value { font-size: 24px; font-weight: bold; color: #2c3e50; }
.table { width: 100%; border-collapse: collapse; margin: 20px 0; }
.table th, .table td { border: 1px solid #ddd; padding: 8px; text-align: left; }
.table th { background-color: #f2f2f2; }
.status-up { color: green; font-weight: bold; }
.status-down { color: red; font-weight: bold; }
.status-locked { color: orange; font-weight: bold; }
</style>
<script>
function refreshData() {
fetch('/api/status')
.then(response => response.json())
.then(data => {
document.getElementById('clients').textContent = data.clients;
document.getElementById('worlds').textContent = data.worlds;
document.getElementById('uptime').textContent = data.uptime;
});
}
setInterval(refreshData, 5000); // Refresh every 5 seconds
</script>
</head>
<body>
<div class="header">
<h1>EQ2Go Login Server Administration</h1>
<p>Version: 1.0.0-dev</p>
</div>
<div class="stats">
<div class="stat-card">
<div class="stat-value" id="clients">-</div>
<div>Connected Clients</div>
</div>
<div class="stat-card">
<div class="stat-value" id="worlds">-</div>
<div>World Servers</div>
</div>
<div class="stat-card">
<div class="stat-value" id="uptime">-</div>
<div>Uptime</div>
</div>
</div>
<h2>API Endpoints</h2>
<ul>
<li><a href="/api/status">Server Status</a></li>
<li><a href="/api/clients">Connected Clients</a></li>
<li><a href="/api/worlds">World Servers</a></li>
</ul>
<script>refreshData();</script>
</body>
</html>`
w.Header().Set("Content-Type", "text/html")
w.Write([]byte(html))
}
// handleAPIStatus handles the status API endpoint
func (s *Server) handleAPIStatus(w http.ResponseWriter, r *http.Request) {
if !s.authenticateWebRequest(w, r) {
return
}
status := map[string]interface{}{
"server_name": s.config.ServerName,
"version": "1.0.0-dev",
"running": s.IsRunning(),
"uptime": s.formatUptime(s.GetUptime()),
"clients": s.GetClientCount(),
"worlds": s.GetWorldCount(),
"timestamp": time.Now().Unix(),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(status)
}
// handleAPIClients handles the clients API endpoint
func (s *Server) handleAPIClients(w http.ResponseWriter, r *http.Request) {
if !s.authenticateWebRequest(w, r) {
return
}
clients := s.clientList.GetClients()
clientInfo := make([]map[string]interface{}, len(clients))
for i, client := range clients {
clientInfo[i] = map[string]interface{}{
"ip_address": client.GetIPAddress(),
"account_id": client.GetAccountID(),
"account_name": client.GetAccountName(),
"state": client.GetState().String(),
"connect_time": client.GetConnectTime().Unix(),
"last_activity": client.GetLastActivity().Unix(),
}
}
response := map[string]interface{}{
"total_clients": len(clients),
"clients": clientInfo,
"stats": s.clientList.GetStats(),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
// handleAPIWorlds handles the worlds API endpoint
func (s *Server) handleAPIWorlds(w http.ResponseWriter, r *http.Request) {
if !s.authenticateWebRequest(w, r) {
return
}
worlds := s.worldList.GetAllWorlds()
worldInfo := make([]map[string]interface{}, len(worlds))
for i, world := range worlds {
worldInfo[i] = map[string]interface{}{
"id": world.ID,
"name": world.Name,
"address": world.Address,
"port": world.Port,
"status": world.Status,
"population": world.Population,
"max_players": world.MaxPlayers,
"population_pct": world.GetPopulationPercentage(),
"population_level": world.GetPopulationLevel(),
"locked": world.IsLocked(),
"hidden": world.IsHidden(),
"last_heartbeat": world.LastHeartbeat,
"description": world.Description,
}
}
response := map[string]interface{}{
"total_worlds": len(worlds),
"worlds": worldInfo,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
// authenticateWebRequest performs basic authentication for web requests
func (s *Server) authenticateWebRequest(w http.ResponseWriter, r *http.Request) bool {
// Skip authentication if no credentials are configured
if s.config.WebUser == "" || s.config.WebPassword == "" {
return true
}
username, password, ok := r.BasicAuth()
if !ok {
w.Header().Set("WWW-Authenticate", `Basic realm="EQ2Go Login Server"`)
w.WriteHeader(401)
w.Write([]byte("Unauthorized"))
return false
}
if username != s.config.WebUser || password != s.config.WebPassword {
w.Header().Set("WWW-Authenticate", `Basic realm="EQ2Go Login Server"`)
w.WriteHeader(401)
w.Write([]byte("Unauthorized"))
return false
}
return true
}
// formatUptime formats uptime duration into a readable string
func (s *Server) formatUptime(duration time.Duration) string {
if duration == 0 {
return "Not running"
}
days := int(duration.Hours()) / 24
hours := int(duration.Hours()) % 24
minutes := int(duration.Minutes()) % 60
seconds := int(duration.Seconds()) % 60
if days > 0 {
return fmt.Sprintf("%dd %dh %dm %ds", days, hours, minutes, seconds)
} else if hours > 0 {
return fmt.Sprintf("%dh %dm %ds", hours, minutes, seconds)
} else if minutes > 0 {
return fmt.Sprintf("%dm %ds", minutes, seconds)
} else {
return fmt.Sprintf("%ds", seconds)
}
}
// handleKickClient handles kicking a client (admin endpoint)
func (s *Server) handleKickClient(w http.ResponseWriter, r *http.Request) {
if !s.authenticateWebRequest(w, r) {
return
}
if r.Method != "POST" {
w.WriteHeader(405)
w.Write([]byte("Method not allowed"))
return
}
accountIDStr := r.FormValue("account_id")
reason := r.FormValue("reason")
if reason == "" {
reason = "Kicked by administrator"
}
accountID, err := strconv.ParseInt(accountIDStr, 10, 32)
if err != nil {
w.WriteHeader(400)
w.Write([]byte("Invalid account ID"))
return
}
success := s.clientList.DisconnectByAccountID(int32(accountID), reason)
response := map[string]interface{}{
"success": success,
"message": "Client disconnected",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}

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package login
import (
"log"
"sync"
"time"
)
// WorldList manages connected world servers
type WorldList struct {
worlds map[int]*WorldServer
byName map[string]*WorldServer
mu sync.RWMutex
heartbeatTicker *time.Ticker
}
// WorldServer represents a connected world server
type WorldServer struct {
info WorldServerInfo
connection interface{} // TODO: Replace with actual connection type
lastPing time.Time
isConnected bool
mu sync.RWMutex
}
// NewWorldList creates a new world list
func NewWorldList() *WorldList {
wl := &WorldList{
worlds: make(map[int]*WorldServer),
byName: make(map[string]*WorldServer),
heartbeatTicker: time.NewTicker(30 * time.Second),
}
return wl
}
// NewWorldServer creates a new world server instance
func NewWorldServer(info WorldServerInfo) *WorldServer {
return &WorldServer{
info: info,
lastPing: time.Now(),
isConnected: false,
}
}
// Add adds a world server to the list
func (wl *WorldList) Add(world *WorldServer) {
if world == nil {
return
}
wl.mu.Lock()
defer wl.mu.Unlock()
// Remove any existing world with the same ID
if existing, exists := wl.worlds[world.info.ID]; exists {
existing.Disconnect("Replaced by new registration")
delete(wl.byName, existing.info.Name)
}
// Remove any existing world with the same name
if existing, exists := wl.byName[world.info.Name]; exists {
existing.Disconnect("Name conflict")
delete(wl.worlds, existing.info.ID)
}
wl.worlds[world.info.ID] = world
wl.byName[world.info.Name] = world
log.Printf("Added world server: %s (ID: %d)", world.info.Name, world.info.ID)
}
// Remove removes a world server from the list
func (wl *WorldList) Remove(world *WorldServer) {
if world == nil {
return
}
wl.mu.Lock()
defer wl.mu.Unlock()
delete(wl.worlds, world.info.ID)
delete(wl.byName, world.info.Name)
log.Printf("Removed world server: %s (ID: %d)", world.info.Name, world.info.ID)
}
// GetByID returns a world server by ID
func (wl *WorldList) GetByID(id int) *WorldServer {
wl.mu.RLock()
defer wl.mu.RUnlock()
return wl.worlds[id]
}
// GetByName returns a world server by name
func (wl *WorldList) GetByName(name string) *WorldServer {
wl.mu.RLock()
defer wl.mu.RUnlock()
return wl.byName[name]
}
// GetAvailableWorlds returns a list of worlds available for login
func (wl *WorldList) GetAvailableWorlds() []WorldServerInfo {
wl.mu.RLock()
defer wl.mu.RUnlock()
var available []WorldServerInfo
for _, world := range wl.worlds {
if !world.info.IsHidden() && world.IsOnline() {
available = append(available, world.info)
}
}
return available
}
// GetAllWorlds returns all world servers
func (wl *WorldList) GetAllWorlds() []WorldServerInfo {
wl.mu.RLock()
defer wl.mu.RUnlock()
worlds := make([]WorldServerInfo, 0, len(wl.worlds))
for _, world := range wl.worlds {
worlds = append(worlds, world.info)
}
return worlds
}
// Process processes the world list
func (wl *WorldList) Process() {
select {
case <-wl.heartbeatTicker.C:
wl.checkHeartbeats()
default:
// No heartbeat check needed this cycle
}
}
// checkHeartbeats checks for world servers that haven't sent heartbeats
func (wl *WorldList) checkHeartbeats() {
wl.mu.Lock()
defer wl.mu.Unlock()
timeout := 2 * time.Minute
var toRemove []*WorldServer
for _, world := range wl.worlds {
if world.IsTimedOut(timeout) {
toRemove = append(toRemove, world)
}
}
// Remove timed out worlds
for _, world := range toRemove {
world.SetStatus("down")
log.Printf("World server %s (ID: %d) timed out", world.info.Name, world.info.ID)
}
}
// UpdateWorldStatus updates the status of a world server
func (wl *WorldList) UpdateWorldStatus(id int, status string, population int) {
world := wl.GetByID(id)
if world == nil {
return
}
world.UpdateStatus(status, population)
log.Printf("World server %s (ID: %d) status updated: %s (%d players)",
world.info.Name, world.info.ID, status, population)
}
// Count returns the number of registered world servers
func (wl *WorldList) Count() int {
wl.mu.RLock()
defer wl.mu.RUnlock()
return len(wl.worlds)
}
// Shutdown shuts down the world list
func (wl *WorldList) Shutdown() {
if wl.heartbeatTicker != nil {
wl.heartbeatTicker.Stop()
}
wl.mu.Lock()
defer wl.mu.Unlock()
// Disconnect all world servers
for _, world := range wl.worlds {
world.Disconnect("Login server shutdown")
}
// Clear maps
wl.worlds = make(map[int]*WorldServer)
wl.byName = make(map[string]*WorldServer)
}
// WorldServer methods
// GetInfo returns the world server information
func (ws *WorldServer) GetInfo() WorldServerInfo {
ws.mu.RLock()
defer ws.mu.RUnlock()
return ws.info
}
// UpdateInfo updates the world server information
func (ws *WorldServer) UpdateInfo(info WorldServerInfo) {
ws.mu.Lock()
defer ws.mu.Unlock()
ws.info = info
}
// UpdateStatus updates the world server status and population
func (ws *WorldServer) UpdateStatus(status string, population int) {
ws.mu.Lock()
defer ws.mu.Unlock()
ws.info.Status = status
ws.info.Population = population
ws.info.LastHeartbeat = time.Now().Unix()
ws.lastPing = time.Now()
}
// SetStatus sets the world server status
func (ws *WorldServer) SetStatus(status string) {
ws.mu.Lock()
defer ws.mu.Unlock()
ws.info.Status = status
}
// IsOnline returns whether the world server is online
func (ws *WorldServer) IsOnline() bool {
ws.mu.RLock()
defer ws.mu.RUnlock()
return ws.info.IsOnline() && ws.isConnected
}
// IsConnected returns whether the world server is connected
func (ws *WorldServer) IsConnected() bool {
ws.mu.RLock()
defer ws.mu.RUnlock()
return ws.isConnected
}
// SetConnected sets the connection status
func (ws *WorldServer) SetConnected(connected bool) {
ws.mu.Lock()
defer ws.mu.Unlock()
ws.isConnected = connected
if connected {
ws.info.Status = "up"
} else {
ws.info.Status = "down"
}
}
// IsTimedOut returns whether the world server has timed out
func (ws *WorldServer) IsTimedOut(timeout time.Duration) bool {
ws.mu.RLock()
defer ws.mu.RUnlock()
return time.Since(ws.lastPing) > timeout
}
// Disconnect disconnects the world server
func (ws *WorldServer) Disconnect(reason string) {
ws.mu.Lock()
defer ws.mu.Unlock()
log.Printf("Disconnecting world server %s (ID: %d): %s",
ws.info.Name, ws.info.ID, reason)
ws.isConnected = false
ws.info.Status = "down"
ws.info.Population = 0
// TODO: Close actual connection
}
// Ping updates the last ping time
func (ws *WorldServer) Ping() {
ws.mu.Lock()
defer ws.mu.Unlock()
ws.lastPing = time.Now()
ws.info.LastHeartbeat = time.Now().Unix()
}
// GetLastPing returns the last ping time
func (ws *WorldServer) GetLastPing() time.Time {
ws.mu.RLock()
defer ws.mu.RUnlock()
return ws.lastPing
}
// CanAcceptPlayer returns whether the world server can accept a new player
func (ws *WorldServer) CanAcceptPlayer() bool {
ws.mu.RLock()
defer ws.mu.RUnlock()
if !ws.IsOnline() || ws.info.IsLocked() {
return false
}
// Check population limit
return ws.info.Population < ws.info.MaxPlayers
}
// GetConnectionString returns the connection string for this world server
func (ws *WorldServer) GetConnectionString() (string, int) {
ws.mu.RLock()
defer ws.mu.RUnlock()
return ws.info.Address, ws.info.Port
}

255
internal/packets/reader.go Normal file
View File

@ -0,0 +1,255 @@
package packets
import (
"encoding/binary"
"eq2emu/internal/common"
"eq2emu/internal/packets/parser"
"fmt"
"io"
"math"
)
// PacketReader reads packet data based on packet definitions
type PacketReader struct {
data []byte
pos int
}
// NewPacketReader creates a new packet reader
func NewPacketReader(data []byte) *PacketReader {
return &PacketReader{
data: data,
pos: 0,
}
}
// ParsePacketFields parses packet data using a packet definition
func ParsePacketFields(data []byte, packetName string, version uint32) (map[string]any, error) {
def, exists := GetPacket(packetName)
if !exists {
return nil, fmt.Errorf("packet definition '%s' not found", packetName)
}
reader := NewPacketReader(data)
return reader.parseStruct(def, version)
}
// parseStruct parses a struct according to packet definition
func (r *PacketReader) parseStruct(def *parser.PacketDef, version uint32) (map[string]any, error) {
result := make(map[string]any)
// Get field order for this version
order := r.getVersionOrder(def, version)
for _, fieldName := range order {
field, exists := def.Fields[fieldName]
if !exists {
continue
}
// For simplicity, skip conditional fields for now
if field.Condition != "" {
continue
}
fieldType := field.Type
if field.Type2 != 0 {
fieldType = field.Type2
}
value, err := r.readField(field, fieldType, fieldName, result)
if err != nil {
return nil, fmt.Errorf("error reading field '%s': %w", fieldName, err)
}
if value != nil {
result[fieldName] = value
}
}
return result, nil
}
// readField reads a single field from the packet data
func (r *PacketReader) readField(field parser.FieldDesc, fieldType common.EQ2DataType, fieldName string, context map[string]any) (any, error) {
switch fieldType {
case common.TypeInt8:
return r.readUint8()
case common.TypeInt16:
return r.readUint16()
case common.TypeInt32:
return r.readUint32()
case common.TypeInt64:
return r.readUint64()
case common.TypeSInt8:
return r.readInt8()
case common.TypeSInt16:
return r.readInt16()
case common.TypeSInt32:
return r.readInt32()
case common.TypeSInt64:
return r.readInt64()
case common.TypeString8:
return r.readEQ2String8()
case common.TypeString16:
return r.readEQ2String16()
case common.TypeString32:
return r.readEQ2String32()
case common.TypeFloat:
return r.readFloat32()
case common.TypeDouble:
return r.readFloat64()
case common.TypeChar:
if field.Length > 0 {
return r.readBytes(field.Length)
}
return nil, fmt.Errorf("char field '%s' has no length specified", fieldName)
default:
// For unsupported types, skip the field
return nil, nil
}
}
// Low-level read functions
func (r *PacketReader) readUint8() (uint8, error) {
if r.pos+1 > len(r.data) {
return 0, io.EOF
}
value := r.data[r.pos]
r.pos++
return value, nil
}
func (r *PacketReader) readInt8() (int8, error) {
value, err := r.readUint8()
return int8(value), err
}
func (r *PacketReader) readUint16() (uint16, error) {
if r.pos+2 > len(r.data) {
return 0, io.EOF
}
value := binary.LittleEndian.Uint16(r.data[r.pos:])
r.pos += 2
return value, nil
}
func (r *PacketReader) readInt16() (int16, error) {
value, err := r.readUint16()
return int16(value), err
}
func (r *PacketReader) readUint32() (uint32, error) {
if r.pos+4 > len(r.data) {
return 0, io.EOF
}
value := binary.LittleEndian.Uint32(r.data[r.pos:])
r.pos += 4
return value, nil
}
func (r *PacketReader) readInt32() (int32, error) {
value, err := r.readUint32()
return int32(value), err
}
func (r *PacketReader) readUint64() (uint64, error) {
if r.pos+8 > len(r.data) {
return 0, io.EOF
}
value := binary.LittleEndian.Uint64(r.data[r.pos:])
r.pos += 8
return value, nil
}
func (r *PacketReader) readInt64() (int64, error) {
value, err := r.readUint64()
return int64(value), err
}
func (r *PacketReader) readFloat32() (float32, error) {
if r.pos+4 > len(r.data) {
return 0, io.EOF
}
bits := binary.LittleEndian.Uint32(r.data[r.pos:])
r.pos += 4
return math.Float32frombits(bits), nil
}
func (r *PacketReader) readFloat64() (float64, error) {
if r.pos+8 > len(r.data) {
return 0, io.EOF
}
bits := binary.LittleEndian.Uint64(r.data[r.pos:])
r.pos += 8
return math.Float64frombits(bits), nil
}
func (r *PacketReader) readBytes(n int) ([]byte, error) {
if r.pos+n > len(r.data) {
return nil, io.EOF
}
data := make([]byte, n)
copy(data, r.data[r.pos:r.pos+n])
r.pos += n
return data, nil
}
func (r *PacketReader) readEQ2String8() (string, error) {
length, err := r.readUint8()
if err != nil {
return "", err
}
if length == 0 {
return "", nil
}
data, err := r.readBytes(int(length))
if err != nil {
return "", err
}
return string(data), nil
}
func (r *PacketReader) readEQ2String16() (string, error) {
length, err := r.readUint16()
if err != nil {
return "", err
}
if length == 0 {
return "", nil
}
data, err := r.readBytes(int(length))
if err != nil {
return "", err
}
return string(data), nil
}
func (r *PacketReader) readEQ2String32() (string, error) {
length, err := r.readUint32()
if err != nil {
return "", err
}
if length == 0 {
return "", nil
}
data, err := r.readBytes(int(length))
if err != nil {
return "", err
}
return string(data), nil
}
// getVersionOrder returns the field order for the specified version
func (r *PacketReader) getVersionOrder(def *parser.PacketDef, version uint32) []string {
var bestVersion uint32
for v := range def.Orders {
if v <= version && v > bestVersion {
bestVersion = v
}
}
if order, exists := def.Orders[bestVersion]; exists {
return order
}
return []string{}
}

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